2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
43 // VorteX: static frame globals
44 float WFRAME_DONTCHANGE = -1;
45 float WFRAME_FIRE1 = 0;
46 float WFRAME_FIRE2 = 1;
47 float WFRAME_IDLE = 2;
48 float WFRAME_RELOAD = 3;
51 void(float fr, float t, void() func) weapon_thinkf;
53 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
56 ret_x = screenright * v;
58 ret_z = screenforward * v;
62 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
65 vector mi, ma, thisv, myv, ret;
67 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
74 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
75 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
76 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
77 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
80 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
81 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
82 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
91 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
92 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
93 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
94 ret_z = thisv_z - myv_z;
98 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
104 if(player.hitplotfh >= 0)
106 lag = ANTILAG_LATENCY(player);
109 if(clienttype(player) != CLIENTTYPE_REAL)
110 lag = 0; // only antilag for clients
112 org = player.origin + player.view_ofs;
113 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
114 if(trace_ent.flags & FL_CLIENT)
116 antilag_takeback(trace_ent, time - lag);
117 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
118 antilag_restore(trace_ent);
119 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
120 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
128 // this function calculates w_shotorg and w_shotdir based on the weapon model
129 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
130 // make sure you call makevectors first (FIXME?)
131 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
133 float nudge = 1; // added to traceline target and subtracted from result
134 local vector trueaimpoint;
135 local float oldsolid;
137 oldsolid = ent.dphitcontentsmask;
138 if(ent.weapon == WEP_CAMPINGRIFLE)
139 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
141 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143 traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
144 // passing world, because we do NOT want it to touch dphitcontentsmask
146 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
147 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148 trueaimpoint = trace_endpos;
150 // Track max damage and set the stat to be sent later in g_world.qc
151 if not(inWarmupStage)
153 ent.max_damage[ent.weapon] += maxdamage;
154 ent.maxdamage_fired = ent.weapon + 64 * rint(ent.max_damage[ent.weapon]);
157 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
159 if(ent.weaponentity.movedir_x > 0)
161 vecs = ent.weaponentity.movedir;
167 if(debug_shotorg != '0 0 0')
168 vecs = debug_shotorg;
170 dv = v_right * vecs_y + v_up * vecs_z;
171 w_shotorg = ent.origin + ent.view_ofs + dv;
173 // now move the shotorg forward as much as requested if possible
176 if(ent.antilag_debug)
177 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
179 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
182 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
183 w_shotorg = trace_endpos - v_forward * nudge;
184 // calculate the shotdir from the chosen shotorg
185 w_shotdir = normalize(trueaimpoint - w_shotorg);
188 // explanation of g_antilag:
189 // if client reports it was aiming at a player, and the serverside trace
190 // says it would miss, change the aim point to the player's new origin,
191 // but only if the shot at the player's new origin would hit of course
193 // FIXME: a much better method for bullet weapons would be to leave a
194 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
195 // ghost corresponding to this player's ping time, and if so it would do
196 // damage to the real player
198 if (ent.cursor_trace_ent) // client was aiming at someone
199 if (ent.cursor_trace_ent != ent) // just to make sure
200 if (ent.cursor_trace_ent.takedamage) // and that person is killable
201 if (ent.cursor_trace_ent.classname == "player") // and actually a player
202 if (cvar("g_antilag") == 1)
204 // verify that the shot would miss without antilag
205 // (avoids an issue where guns would always shoot at their origin)
206 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
207 if (!trace_ent.takedamage)
209 // verify that the shot would hit if altered
210 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
211 if (trace_ent == ent.cursor_trace_ent)
213 // verify that the shot would hit in the past
214 if(ent.antilag_debug)
215 antilag_takeback(ent.cursor_trace_ent, time - ent.antilag_debug);
217 antilag_takeback(ent.cursor_trace_ent, time - ANTILAG_LATENCY(ent));
219 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
220 antilag_restore(ent.cursor_trace_ent);
222 if(trace_ent == ent.cursor_trace_ent)
225 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
226 dprint("ANTILAG HIT for ", ent.netname, "\n");
230 // prydon cursor aimbot or odd network conditions
231 dprint("WARNING: antilag ghost trace for ", ent.netname, " failed!\n");
234 if(cvar("developer") >= 2)
236 vector v, vplus, vel;
238 v = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) ));
239 vplus = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) + 0.01));
240 vel = (vplus - v) * (1 / 0.01);
241 // solve: v + X * vel = closest to ent.origin + ent.view_ofs, v_forward axis
242 v -= (ent.origin + ent.view_ofs);
243 // solve: v + X * vel = closest to v_forward axis
244 // project into 2D by subtracting v_forward components:
245 v -= (v * v_forward) * v_forward;
246 vel -= (vel * v_forward) * v_forward;
247 // solve: v + X * vel = closest to origin
248 // (v + X * vel)^2 closest to 0
249 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
250 X = -(v * vel) / (vel * vel);
251 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(ent) + X), " instead of ", ftos(ANTILAG_LATENCY(ent)), "\n");
259 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
261 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
262 if (!trace_ent.takedamage)
264 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
265 if (trace_ent.takedamage && trace_ent.classname == "player")
269 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
271 w_shotdir = normalize(trace_ent.origin - w_shotorg);
275 else if(cvar("g_antilag") == 3) // client side hitscan
277 if (ent.cursor_trace_ent) // client was aiming at someone
278 if (ent.cursor_trace_ent != ent) // just to make sure
279 if (ent.cursor_trace_ent.takedamage) // and that person is killable
280 if (ent.cursor_trace_ent.classname == "player") // and actually a player
282 // verify that the shot would miss without antilag
283 // (avoids an issue where guns would always shoot at their origin)
284 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
285 if (!trace_ent.takedamage)
287 // verify that the shot would hit if altered
288 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
289 if (trace_ent == ent.cursor_trace_ent)
290 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
292 print("antilag fail\n");
299 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
302 ent.punchangle_x = recoil * -1;
306 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
309 if (ent.items & IT_STRENGTH)
311 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
314 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
315 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
316 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
318 void LaserTarget_Think()
325 // list of weapons that will use the laser, and the options that enable it
326 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
329 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
334 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
337 // rocket launcher isn't selected, so no laser target.
338 if(self.lasertarget != world)
340 remove(self.lasertarget);
341 self.lasertarget = world;
346 if(!self.lasertarget)
348 // we don't have a lasertarget entity, so spawn one
349 //bprint("create laser target\n");
350 e = self.lasertarget = spawn();
351 e.owner = self.owner; // Its owner is my owner
352 e.classname = "laser_target";
353 e.movetype = MOVETYPE_NOCLIP; // don't touch things
354 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
355 e.scale = 1.25; // make it larger
356 e.alpha = 0.25; // transparency
357 e.colormod = '255 0 0' * (1/255) * 8; // change colors
358 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
359 // make it dynamically glow
360 // you should avoid over-using this, as it can slow down the player's computer.
361 e.glow_color = 251; // red color
365 e = self.lasertarget;
367 // move the laser dot to where the player is looking
369 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
370 offset = '0 0 26' + v_right*3;
371 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
372 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
373 if(trace_plane_normal != '0 0 0')
374 e.angles = vectoangles(trace_plane_normal);
376 e.angles = vectoangles(v_forward);
379 float CL_Weaponentity_CustomizeEntityForClient()
381 self.viewmodelforclient = self.owner;
382 if(other.classname == "spectator")
383 if(other.enemy == self.owner)
384 self.viewmodelforclient = other;
388 float qcweaponanimation;
389 vector weapon_offset = '0 -10 0';
390 vector weapon_adjust = '10 0 -15';
391 .vector weapon_morph0origin;
392 .vector weapon_morph0angles;
393 .float weapon_morph0time;
394 .vector weapon_morph1origin;
395 .vector weapon_morph1angles;
396 .float weapon_morph1time;
397 .vector weapon_morph2origin;
398 .vector weapon_morph2angles;
399 .float weapon_morph2time;
400 .vector weapon_morph3origin;
401 .vector weapon_morph3angles;
402 .float weapon_morph3time;
403 .vector weapon_morph4origin;
404 .vector weapon_morph4angles;
405 .float weapon_morph4time;
407 #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)
412 * 1. simple animated model, muzzlr flash handling on h_ model:
413 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
415 * shot = muzzle end (shot origin, also used for muzzle flashes)
416 * shell = casings ejection point (must be on the right hand side of the gun)
417 * weapon = attachment for v_tuba.md3
418 * v_tuba.md3 - first and third person model
419 * g_tuba.md3 - pickup model
421 * 2. fully animated model, muzzle flash handling on h_ model:
422 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
424 * shot = muzzle end (shot origin, also used for muzzle flashes)
425 * shell = casings ejection point (must be on the right hand side of the gun)
426 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
427 * v_tuba.md3 - third person model
428 * g_tuba.md3 - pickup model
430 * 3. fully animated model, muzzle flash handling on v_ model:
431 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
433 * shot = muzzle end (shot origin)
434 * shell = casings ejection point (must be on the right hand side of the gun)
435 * v_tuba.md3 - third person model
437 * shot = muzzle end (for muzzle flashes)
438 * g_tuba.md3 - pickup model
441 void CL_Weaponentity_Think()
443 float tb, v_shot_idx;
444 self.nextthink = time;
445 if (intermission_running)
446 self.frame = self.anim_idle_x;
447 if (self.owner.weaponentity != self)
449 if (self.weaponentity)
450 remove(self.weaponentity);
454 if (self.owner.deadflag != DEAD_NO)
457 if (self.weaponentity)
458 self.weaponentity.model = "";
461 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
463 self.cnt = self.owner.weapon;
464 self.dmg = self.owner.modelindex;
465 self.deadflag = self.owner.deadflag;
469 if (self.owner.weaponname != "")
471 // if there is a child entity, hide it until we're sure we use it
472 if (self.weaponentity)
473 self.weaponentity.model = "";
474 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
475 v_shot_idx = gettagindex(self, "shot"); // used later
477 if(qcweaponanimation)
479 self.angles = '0 0 0';
480 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
481 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
482 self.movedir_x += 32;
483 self.spawnorigin = self.movedir;
484 // oldorigin - not calculated here
488 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
489 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
490 animfile = fopen(animfilename, FILE_READ);
491 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
492 self.anim_fire1 = '0 1 0.01';
493 self.anim_fire2 = '1 1 0.01';
494 self.anim_idle = '2 1 0.01';
495 self.anim_reload = '3 1 0.01';
498 animparseerror = FALSE;
499 self.anim_fire1 = animparseline(animfile);
500 self.anim_fire2 = animparseline(animfile);
501 self.anim_idle = animparseline(animfile);
502 self.anim_reload = animparseline(animfile);
505 print("Parse error in ", animfilename, ", some player animations are broken\n");
508 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
509 // if we don't, this is a "real" animated model
510 if(gettagindex(self, "weapon"))
512 if (!self.weaponentity)
513 self.weaponentity = spawn();
514 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
515 setattachment(self.weaponentity, self, "weapon");
519 if(self.weaponentity)
520 remove(self.weaponentity);
521 self.weaponentity = world;
524 setorigin(self,'0 0 0');
525 self.angles = '0 0 0';
527 self.viewmodelforclient = world;
530 idx = gettagindex(self, "shot");
533 self.movedir = gettaginfo(self, idx);
537 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
538 self.movedir = '0 0 0';
541 idx = gettagindex(self, "shell");
544 self.spawnorigin = gettaginfo(self, idx);
548 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
549 self.spawnorigin = self.movedir;
554 self.oldorigin = '0 0 0';
558 if(self.weaponentity)
559 idx = gettagindex(self, "weapon");
561 idx = gettagindex(self, "handle");
564 self.oldorigin = self.movedir - gettaginfo(self, idx);
568 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
569 self.oldorigin = '0 0 0'; // there is no way to recover from this
573 self.viewmodelforclient = self.owner;
579 if(self.weaponentity)
580 remove(self.weaponentity);
581 self.weaponentity = world;
582 self.movedir = '0 0 0';
583 self.spawnorigin = '0 0 0';
584 self.oldorigin = '0 0 0';
585 self.anim_fire1 = '0 1 0.01';
586 self.anim_fire2 = '0 1 0.01';
587 self.anim_idle = '0 1 0.01';
588 self.anim_reload = '0 1 0.01';
591 self.view_ofs = '0 0 0';
593 if(self.movedir_x >= 0)
597 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
598 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
600 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
601 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
603 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
605 // check if an instant weapon switch occurred
606 if (qcweaponanimation)
608 if (self.state == WS_READY)
610 self.angles = '0 0 0';
611 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
612 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
616 setorigin(self, self.view_ofs);
617 // reset animstate now
618 self.wframe = WFRAME_IDLE;
619 self.weapon_morph0time = 0;
620 self.weapon_morph1time = 0;
621 self.weapon_morph2time = 0;
622 self.weapon_morph3time = 0;
623 self.weapon_morph4time = 0;
624 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
627 tb = (self.effects & EF_TELEPORT_BIT);
628 self.effects = self.owner.effects & EFMASK_CHEAP;
629 self.effects &~= EF_LOWPRECISION;
630 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
631 self.effects &~= EF_TELEPORT_BIT;
634 if(self.owner.alpha != 0)
635 self.alpha = self.owner.alpha;
639 self.colormap = self.owner.colormap;
640 if (self.weaponentity)
642 self.weaponentity.effects = self.effects;
643 self.weaponentity.alpha = self.alpha;
644 self.weaponentity.colormap = self.colormap;
647 self.angles = '0 0 0';
650 if (self.state == WS_RAISE && !intermission_running)
652 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
653 self.angles_x = -90 * f * f;
654 if (qcweaponanimation)
656 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
657 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
660 else if (self.state == WS_DROP && !intermission_running)
662 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
663 self.angles_x = -90 * f * f;
664 if (qcweaponanimation)
666 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
667 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
670 else if (self.state == WS_CLEAR)
673 self.angles_x = -90 * f * f;
674 if (qcweaponanimation)
676 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
677 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
680 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
682 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
683 f = 1 - pow(1 - f, 3);
684 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
685 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
687 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
689 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
690 f = 1 - pow(1 - f, 3);
691 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
692 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
694 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
696 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
697 f = 1 - pow(1 - f, 3);
698 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
699 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
701 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
703 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
704 f = 1 - pow(1 - f, 3);
705 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
706 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
708 else if (qcweaponanimation)
710 // begin a new idle morph
711 self.owner.weapon_morph0time = time;
712 self.owner.weapon_morph0angles = self.angles;
713 self.owner.weapon_morph0origin = self.origin;
721 // turn gun to the left to look at it
723 self.owner.weapon_morph1time = time + t * 0.2;
724 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
725 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');
726 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
728 self.owner.weapon_morph2time = time + t * 0.6;
729 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
730 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');
731 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
733 self.owner.weapon_morph3time = time + t;
734 self.owner.weapon_morph3angles = '0 0 0';
735 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');
736 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
740 // raise the gun a bit
742 self.owner.weapon_morph1time = time + t * 0.2;
743 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
744 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');
745 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
747 self.owner.weapon_morph2time = time + t * 0.5;
748 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
749 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');
750 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
752 self.owner.weapon_morph3time = time + t;
753 self.owner.weapon_morph3angles = '0 0 0';
754 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');
755 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
761 self.owner.weapon_morph1time = time + t * 0.3;
762 self.owner.weapon_morph1angles = randomvec() * 6;
763 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');
764 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
766 self.owner.weapon_morph2time = time + t * 0.7;
767 self.owner.weapon_morph2angles = randomvec() * 6;
768 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');
769 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
771 self.owner.weapon_morph3time = time + t;
772 self.owner.weapon_morph3angles = '0 0 0';
773 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');
774 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
778 // hold it mostly steady
779 t = random() * 6 + 4;
780 self.owner.weapon_morph1time = time + t * 0.2;
781 self.owner.weapon_morph1angles = randomvec() * 1;
782 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');
783 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
785 self.owner.weapon_morph2time = time + t * 0.5;
786 self.owner.weapon_morph2angles = randomvec() * 1;
787 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');
788 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
790 self.owner.weapon_morph3time = time + t * 0.7;
791 self.owner.weapon_morph3angles = randomvec() * 1;
792 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');
793 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
796 self.owner.weapon_morph4time = time + t;
797 self.owner.weapon_morph4angles = '0 0 0';
798 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');
799 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
803 // create or update the lasertarget entity
807 void CL_ExteriorWeaponentity_Think()
810 self.nextthink = time;
811 if (self.owner.exteriorweaponentity != self)
816 if (self.owner.deadflag != DEAD_NO)
821 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
823 self.cnt = self.owner.weapon;
824 self.dmg = self.owner.modelindex;
825 self.deadflag = self.owner.deadflag;
826 if (self.owner.weaponname != "")
827 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
831 if((tag_found = gettagindex(self.owner, "tag_weapon")))
833 self.tag_index = tag_found;
834 self.tag_entity = self.owner;
837 setattachment(self, self.owner, "bip01 r hand");
839 // if that didn't find a tag, hide the exterior weapon model
843 self.effects = self.owner.effects | EF_LOWPRECISION;
844 self.effects = self.effects & EFMASK_CHEAP; // eat performance
845 if(self.owner.alpha != 0)
846 self.alpha = self.owner.alpha;
850 self.colormap = self.owner.colormap;
853 // spawning weaponentity for client
854 void CL_SpawnWeaponentity()
856 self.weaponentity = spawn();
857 self.weaponentity.classname = "weaponentity";
858 self.weaponentity.solid = SOLID_NOT;
859 self.weaponentity.owner = self;
860 setmodel(self.weaponentity, ""); // precision set when changed
861 setorigin(self.weaponentity, '0 0 0');
862 self.weaponentity.angles = '0 0 0';
863 self.weaponentity.viewmodelforclient = self;
864 self.weaponentity.flags = 0;
865 self.weaponentity.think = CL_Weaponentity_Think;
866 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
867 self.weaponentity.nextthink = time;
869 self.exteriorweaponentity = spawn();
870 self.exteriorweaponentity.classname = "exteriorweaponentity";
871 self.exteriorweaponentity.solid = SOLID_NOT;
872 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
873 self.exteriorweaponentity.owner = self;
874 setorigin(self.exteriorweaponentity, '0 0 0');
875 self.exteriorweaponentity.angles = '0 0 0';
876 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
877 self.exteriorweaponentity.nextthink = time;
880 .float hasweapon_complain_spam;
882 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
884 local float weaponbit, f;
885 local entity oldself;
887 if(time < self.hasweapon_complain_spam)
890 self.hasweapon_complain_spam = time + 0.2;
892 if (wpn < WEP_FIRST || wpn > WEP_LAST)
895 sprint(self, "Invalid weapon\n");
898 weaponbit = W_WeaponBit(wpn);
899 if (cl.weapons & weaponbit)
903 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
911 f = weapon_action(wpn, WR_CHECKAMMO1);
912 f = f + weapon_action(wpn, WR_CHECKAMMO2);
918 if(clienttype(cl) == CLIENTTYPE_REAL)
920 play2(cl, "weapons/unavailable.wav");
921 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
931 // Report Proper Weapon Status / Modified Weapon Ownership Message
932 if(weaponsInMap & weaponbit)
934 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
936 if(cvar("g_showweaponspawns"))
941 e = get_weaponinfo(wpn);
944 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
946 if(e.classname == "droppedweapon")
948 if not(e.flags & FL_ITEM)
950 WaypointSprite_Spawn(
962 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
964 play2(cl, "weapons/unavailable.wav");
972 if (self.weapon != -1)
974 if (self.weaponentity)
976 self.weaponentity.state = WS_CLEAR;
977 self.weaponentity.effects = 0;
983 if (self.weaponentity)
984 self.weaponentity.state = WS_READY;
985 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
988 // Setup weapon for client (after this raise frame will be launched)
989 void weapon_setup(float windex)
992 qcweaponanimation = cvar("sv_qcweaponanimation");
993 e = get_weaponinfo(windex);
994 self.items &~= IT_AMMO;
995 self.items = self.items | e.items;
997 // the two weapon entities will notice this has changed and update their models
998 self.weapon = windex;
999 self.weaponname = e.mdl;
1000 self.bulletcounter = 0;
1003 // perform weapon to attack (weaponstate and attack_finished check is here)
1004 .float race_penalty;
1005 float weapon_prepareattack(float secondary, float attacktime)
1007 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1008 //if all players readied up and the countdown is running
1009 if(time < game_starttime || time < self.race_penalty) {
1013 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1014 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1016 W_SwitchWeapon_Force(self, w_getbestweapon(self));
1020 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1023 // do not even think about shooting if switching
1024 if(self.switchweapon != self.weapon)
1029 // don't fire if previous attack is not finished
1030 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1032 // don't fire while changing weapon
1033 if (self.weaponentity.state != WS_READY)
1036 self.weaponentity.state = WS_INUSE;
1038 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1040 // if the weapon hasn't been firing continuously, reset the timer
1043 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1045 ATTACK_FINISHED(self) = time;
1046 //dprint("resetting attack finished to ", ftos(time), "\n");
1048 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1050 self.bulletcounter += 1;
1051 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1055 void weapon_thinkf(float fr, float t, void() func)
1061 if(fr == WFRAME_DONTCHANGE)
1063 fr = self.weaponentity.wframe;
1064 restartanim = FALSE;
1066 else if (fr == WFRAME_IDLE)
1067 restartanim = FALSE;
1075 if (self.weaponentity)
1077 self.weaponentity.wframe = fr;
1078 if (qcweaponanimation)
1080 if (fr != WFRAME_IDLE)
1082 self.weapon_morph0time = time;
1083 self.weapon_morph0angles = self.weaponentity.angles;
1084 self.weapon_morph0origin = self.weaponentity.origin;
1086 self.weapon_morph1angles = '0 0 0';
1087 self.weapon_morph1time = time + t;
1088 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1089 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1091 self.weapon_morph2angles = '0 0 0';
1092 self.weapon_morph2time = time + t;
1093 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1094 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1096 self.weapon_morph3angles = '0 0 0';
1097 self.weapon_morph3time = time + t;
1098 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1099 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1101 self.weapon_morph4angles = '0 0 0';
1102 self.weapon_morph4time = time + t;
1103 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1104 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1106 if (fr == WFRAME_FIRE1)
1108 self.weapon_morph1angles = '5 0 0';
1109 self.weapon_morph1time = time + t * 0.1;
1110 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1111 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1112 self.weapon_morph4time = time + t + 1; // delay idle effect
1114 else if (fr == WFRAME_FIRE2)
1116 self.weapon_morph1angles = '10 0 0';
1117 self.weapon_morph1time = time + t * 0.1;
1118 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1119 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1120 self.weapon_morph4time = time + t + 1; // delay idle effect
1122 else if (fr == WFRAME_RELOAD)
1124 self.weapon_morph1time = time + t * 0.05;
1125 self.weapon_morph1angles = '-10 40 0';
1126 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1127 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1129 self.weapon_morph2time = time + t * 0.15;
1130 self.weapon_morph2angles = '-10 40 5';
1131 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1132 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1134 self.weapon_morph3time = time + t * 0.25;
1135 self.weapon_morph3angles = '-10 40 0';
1136 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1137 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1143 if (fr == WFRAME_IDLE)
1144 a = self.weaponentity.anim_idle;
1145 else if (fr == WFRAME_FIRE1)
1146 a = self.weaponentity.anim_fire1;
1147 else if (fr == WFRAME_FIRE2)
1148 a = self.weaponentity.anim_fire2;
1149 else if (fr == WFRAME_RELOAD)
1150 a = self.weaponentity.anim_reload;
1151 a_z *= g_weaponratefactor;
1152 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1160 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1162 backtrace("Tried to override initial weapon think function - should this really happen?");
1165 t *= W_WeaponRateFactor();
1167 // VorteX: haste can be added here
1168 if (self.weapon_think == w_ready)
1170 self.weapon_nextthink = time;
1171 //dprint("started firing at ", ftos(time), "\n");
1173 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1175 self.weapon_nextthink = time;
1176 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1178 self.weapon_nextthink = self.weapon_nextthink + t;
1179 self.weapon_think = func;
1180 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1184 if (!self.crouch) // shoot anim stands up, this looks bad
1187 anim = self.anim_shoot;
1188 anim_z = anim_y / t;
1189 setanim(self, anim, FALSE, TRUE, TRUE);
1193 void weapon_boblayer1(float spd, vector org)
1195 // VorteX: haste can be added here
1198 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1206 mvelocity = mvelocity * g_weaponspeedfactor;
1208 mdirection = normalize(mvelocity);
1209 mspeed = vlen(mvelocity);
1211 nstyle = cvar("g_projectiles_newton_style");
1214 // absolute velocity
1215 outvelocity = mvelocity;
1217 else if(nstyle == 1)
1219 // true Newtonian projectiles
1220 outvelocity = pvelocity + mvelocity;
1222 else if(nstyle == 2)
1224 // true Newtonian projectiles with automatic aim adjustment
1226 // solve: |outspeed * mdirection - pvelocity| = mspeed
1227 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1228 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1232 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1233 // velocity without mdirection component > mspeed
1234 // fire at smallest possible mspeed that works?
1235 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1238 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1240 outspeed = solution_y; // the larger one
1243 //outspeed = 0; // slowest possible shot
1244 outspeed = solution_x; // the real part (that is, the average!)
1245 //dprint("impossible shot, adjusting\n");
1248 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1249 outvelocity = mdirection * outspeed;
1251 else if(nstyle == 3)
1253 // pseudo-Newtonian:
1254 outspeed = mspeed + mdirection * pvelocity;
1255 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1256 outvelocity = mdirection * outspeed;
1258 else if(nstyle == 4)
1261 outspeed = mspeed + vlen(pvelocity);
1262 outvelocity = mdirection * outspeed;
1265 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1270 void W_SetupProjectileVelocity(entity missile)
1272 if(missile.owner == world)
1273 error("Unowned missile");
1275 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1278 void W_AttachToShotorg(entity flash, vector offset)
1282 flash.angles_z = random() * 360;
1283 if(qcweaponanimation)
1285 setorigin(flash, w_shotorg + w_shotdir * 50);
1286 flash.angles = vectoangles(w_shotdir);
1287 flash.angles_z = random() * 360;
1291 setattachment(flash, self.weaponentity, "shot");
1292 setorigin(flash, offset);
1295 copyentity(flash, xflash);
1297 flash.viewmodelforclient = self;
1299 if(self.weaponentity.oldorigin_x > 0)
1301 setattachment(xflash, self.exteriorweaponentity, "");
1302 setorigin(xflash, self.weaponentity.oldorigin + offset);
1306 setattachment(xflash, self.exteriorweaponentity, "shot");