2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 void W_SwitchWeapon_Force(entity e, float w)
12 e.cnt = e.switchweapon;
18 // VorteX: static frame globals
19 float WFRAME_DONTCHANGE = -1;
20 float WFRAME_FIRE1 = 0;
21 float WFRAME_FIRE2 = 1;
22 float WFRAME_IDLE = 2;
23 float WFRAME_RELOAD = 3;
26 void(float fr, float t, void() func) weapon_thinkf;
31 // this function calculates w_shotorg and w_shotdir based on the weapon model
32 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
33 // make sure you call makevectors first (FIXME?)
34 void W_SetupShot(entity ent, float antilag, float recoil, string snd)
36 float nudge = 1; // added to traceline target and subtracted from result
37 local vector trueaimpoint;
40 oldsolid = self.dphitcontentsmask;
41 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
42 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
43 trueaimpoint = trace_endpos;
45 if(ent.weaponentity.movedir_x > 0)
47 vecs = ent.weaponentity.movedir;
53 if(debug_shotorg != '0 0 0')
56 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
58 // now move the shotorg forward as much as requested if possible
59 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
60 w_shotorg = trace_endpos - v_forward * nudge;
61 // calculate the shotdir from the chosen shotorg
62 w_shotdir = normalize(trueaimpoint - w_shotorg);
65 // explanation of g_antilag:
66 // if client reports it was aiming at a player, and the serverside trace
67 // says it would miss, change the aim point to the player's new origin,
68 // but only if the shot at the player's new origin would hit of course
70 // FIXME: a much better method for bullet weapons would be to leave a
71 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
72 // ghost corresponding to this player's ping time, and if so it would do
73 // damage to the real player
75 if (self.cursor_trace_ent) // client was aiming at someone
76 if (self.cursor_trace_ent != self) // just to make sure
77 if (self.cursor_trace_ent.takedamage) // and that person is killable
78 if (self.cursor_trace_ent.classname == "player") // and actually a player
79 if (cvar("g_antilag") == 1)
81 // verify that the shot would miss without antilag
82 // (avoids an issue where guns would always shoot at their origin)
83 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
84 if (!trace_ent.takedamage)
86 // verify that the shot would hit if altered
87 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
88 if (trace_ent == self.cursor_trace_ent)
90 // verify that the shot would hit in the past
91 if(self.antilag_debug)
92 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
94 antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
96 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
97 antilag_restore(self.cursor_trace_ent);
99 if(trace_ent == self.cursor_trace_ent)
102 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
103 dprint("ANTILAG HIT for ", self.netname, "\n");
107 // prydon cursor aimbot or odd network conditions
108 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
111 if(cvar("developer") >= 2)
113 vector v, vplus, vel;
115 v = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) ));
116 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
117 vel = (vplus - v) * (1 / 0.01);
118 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
119 v -= (self.origin + self.view_ofs);
120 // solve: v + X * vel = closest to v_forward axis
121 // project into 2D by subtracting v_forward components:
122 v -= (v * v_forward) * v_forward;
123 vel -= (vel * v_forward) * v_forward;
124 // solve: v + X * vel = closest to origin
125 // (v + X * vel)^2 closest to 0
126 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
127 X = -(v * vel) / (vel * vel);
128 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
136 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
138 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
139 if (!trace_ent.takedamage)
141 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
142 if (trace_ent.takedamage && trace_ent.classname == "player")
146 traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
148 w_shotdir = normalize(trace_ent.origin - w_shotorg);
152 else if(cvar("g_antilag") == 3) // client side hitscan
154 if (self.cursor_trace_ent) // client was aiming at someone
155 if (self.cursor_trace_ent != self) // just to make sure
156 if (self.cursor_trace_ent.takedamage) // and that person is killable
157 if (self.cursor_trace_ent.classname == "player") // and actually a player
159 // verify that the shot would miss without antilag
160 // (avoids an issue where guns would always shoot at their origin)
161 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
162 if (!trace_ent.takedamage)
164 // verify that the shot would hit if altered
165 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
166 if (trace_ent == self.cursor_trace_ent)
167 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
169 print("antilag fail\n");
176 self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
179 self.punchangle_x = recoil * -1;
183 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
186 if (self.items & IT_STRENGTH)
188 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
191 void LaserTarget_Think()
198 // list of weapons that will use the laser, and the options that enable it
199 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
202 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
207 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
210 // rocket launcher isn't selected, so no laser target.
211 if(self.lasertarget != world)
213 remove(self.lasertarget);
214 self.lasertarget = world;
219 if(!self.lasertarget)
221 // we don't have a lasertarget entity, so spawn one
222 //bprint("create laser target\n");
223 e = self.lasertarget = spawn();
224 e.owner = self.owner; // Its owner is my owner
225 e.classname = "laser_target";
226 e.movetype = MOVETYPE_NOCLIP; // don't touch things
227 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
228 e.scale = 1.25; // make it larger
229 e.alpha = 0.25; // transparency
230 e.colormod = '255 0 0' * (1/255) * 8; // change colors
231 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
232 // make it dynamically glow
233 // you should avoid over-using this, as it can slow down the player's computer.
234 e.glow_color = 251; // red color
238 e = self.lasertarget;
240 // move the laser dot to where the player is looking
242 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
243 offset = '0 0 26' + v_right*3;
244 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
245 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
246 if(trace_plane_normal != '0 0 0')
247 e.angles = vectoangles(trace_plane_normal);
249 e.angles = vectoangles(v_forward);
252 float CL_Weaponentity_CustomizeEntityForClient()
254 self.viewmodelforclient = self.owner;
255 if(other.classname == "spectator")
256 if(other.enemy == self.owner)
257 self.viewmodelforclient = other;
261 float qcweaponanimation;
262 vector weapon_offset = '0 -10 0';
263 vector weapon_adjust = '10 0 -15';
264 .vector weapon_morph0origin;
265 .vector weapon_morph0angles;
266 .float weapon_morph0time;
267 .vector weapon_morph1origin;
268 .vector weapon_morph1angles;
269 .float weapon_morph1time;
270 .vector weapon_morph2origin;
271 .vector weapon_morph2angles;
272 .float weapon_morph2time;
273 .vector weapon_morph3origin;
274 .vector weapon_morph3angles;
275 .float weapon_morph3time;
276 .vector weapon_morph4origin;
277 .vector weapon_morph4angles;
278 .float weapon_morph4time;
280 #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)
282 void CL_Weaponentity_Think()
285 self.nextthink = time;
286 if (intermission_running)
287 self.frame = self.anim_idle_x;
288 if (self.owner.weaponentity != self)
290 if (self.weaponentity)
291 remove(self.weaponentity);
295 if (self.owner.deadflag != DEAD_NO)
298 if (self.weaponentity)
299 self.weaponentity.model = "";
302 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
304 self.cnt = self.owner.weapon;
305 self.dmg = self.owner.modelindex;
306 self.deadflag = self.owner.deadflag;
310 if (self.owner.weaponname != "")
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
319 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
320 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
321 animfile = fopen(animfilename, FILE_READ);
322 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
323 self.anim_fire1 = '0 1 0.01';
324 self.anim_fire2 = '1 1 0.01';
325 self.anim_idle = '2 1 0.01';
326 self.anim_reload = '3 1 0.01';
329 if (!self.weaponentity)
330 self.weaponentity = spawn();
331 animparseerror = FALSE;
332 self.anim_fire1 = animparseline(animfile);
333 self.anim_fire2 = animparseline(animfile);
334 self.anim_idle = animparseline(animfile);
335 self.anim_reload = animparseline(animfile);
338 print("Parse error in ", animfilename, ", some player animations are broken\n");
341 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
342 // if we don't, this is a "real" animated model
343 if(gettagindex(self, "weapon"))
345 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
346 setattachment(self.weaponentity, self, "weapon");
353 if(qcweaponanimation)
355 self.angles = '0 0 0';
356 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
357 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
358 self.movedir_x += 32;
359 self.spawnorigin = self.movedir;
360 // oldorigin - not calculated here
364 self.origin = '0 0 0';
365 self.angles = '0 0 0';
367 self.viewmodelforclient = world;
370 idx = gettagindex(self, "shot");
373 self.movedir = gettaginfo(self, idx);
377 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag\n");
378 self.movedir = '0 0 0';
381 idx = gettagindex(self, "shell");
384 self.spawnorigin = gettaginfo(self, idx);
388 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag\n");
389 self.spawnorigin = self.movedir;
393 idx = gettagindex(self, "weapon");
396 self.oldorigin = self.movedir - gettaginfo(self, idx);
400 self.oldorigin = self.movedir;
403 self.viewmodelforclient = self.owner;
406 self.view_ofs = '0 0 0';
408 if(self.movedir_x >= 0)
412 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
413 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
416 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
418 // check if an instant weapon switch occurred
419 if (qcweaponanimation)
421 if (self.state == WS_READY)
423 self.angles = '0 0 0';
424 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
425 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
429 setorigin(self, self.view_ofs);
430 // reset animstate now
431 self.wframe = WFRAME_IDLE;
432 self.weapon_morph0time = 0;
433 self.weapon_morph1time = 0;
434 self.weapon_morph2time = 0;
435 self.weapon_morph3time = 0;
436 self.weapon_morph4time = 0;
437 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
440 tb = (self.effects & EF_TELEPORT_BIT);
441 self.effects = self.owner.effects & EFMASK_CHEAP;
442 self.effects &~= EF_LOWPRECISION;
443 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
444 self.effects &~= EF_TELEPORT_BIT;
447 if(self.owner.alpha != 0)
448 self.alpha = self.owner.alpha;
452 self.colormap = self.owner.colormap;
453 if (self.weaponentity)
455 self.weaponentity.effects = self.effects;
456 self.weaponentity.alpha = self.alpha;
457 self.weaponentity.colormap = self.colormap;
460 self.angles = '0 0 0';
463 if (self.state == WS_RAISE)
465 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
466 self.angles_x = -90 * f * f;
467 if (qcweaponanimation)
469 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
470 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
473 else if (self.state == WS_DROP)
475 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
476 self.angles_x = -90 * f * f;
477 if (qcweaponanimation)
479 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
480 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
483 else if (self.state == WS_CLEAR)
486 self.angles_x = -90 * f * f;
487 if (qcweaponanimation)
489 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
490 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
493 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
495 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
496 f = 1 - pow(1 - f, 3);
497 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
498 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
500 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
502 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
503 f = 1 - pow(1 - f, 3);
504 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
505 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
507 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
509 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
510 f = 1 - pow(1 - f, 3);
511 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
512 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
514 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
516 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
517 f = 1 - pow(1 - f, 3);
518 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
519 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
521 else if (qcweaponanimation)
523 // begin a new idle morph
524 self.owner.weapon_morph0time = time;
525 self.owner.weapon_morph0angles = self.angles;
526 self.owner.weapon_morph0origin = self.origin;
534 // turn gun to the left to look at it
536 self.owner.weapon_morph1time = time + t * 0.2;
537 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
538 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');
539 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
541 self.owner.weapon_morph2time = time + t * 0.6;
542 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
543 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');
544 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
546 self.owner.weapon_morph3time = time + t;
547 self.owner.weapon_morph3angles = '0 0 0';
548 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');
549 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
553 // raise the gun a bit
555 self.owner.weapon_morph1time = time + t * 0.2;
556 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
557 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');
558 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
560 self.owner.weapon_morph2time = time + t * 0.5;
561 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
562 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');
563 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
565 self.owner.weapon_morph3time = time + t;
566 self.owner.weapon_morph3angles = '0 0 0';
567 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');
568 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
574 self.owner.weapon_morph1time = time + t * 0.3;
575 self.owner.weapon_morph1angles = randomvec() * 6;
576 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');
577 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
579 self.owner.weapon_morph2time = time + t * 0.7;
580 self.owner.weapon_morph2angles = randomvec() * 6;
581 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');
582 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
584 self.owner.weapon_morph3time = time + t;
585 self.owner.weapon_morph3angles = '0 0 0';
586 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');
587 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
591 // hold it mostly steady
592 t = random() * 6 + 4;
593 self.owner.weapon_morph1time = time + t * 0.2;
594 self.owner.weapon_morph1angles = randomvec() * 1;
595 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');
596 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
598 self.owner.weapon_morph2time = time + t * 0.5;
599 self.owner.weapon_morph2angles = randomvec() * 1;
600 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');
601 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
603 self.owner.weapon_morph3time = time + t * 0.7;
604 self.owner.weapon_morph3angles = randomvec() * 1;
605 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');
606 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
609 self.owner.weapon_morph4time = time + t;
610 self.owner.weapon_morph4angles = '0 0 0';
611 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');
612 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
616 // create or update the lasertarget entity
620 void CL_ExteriorWeaponentity_Think()
623 self.nextthink = time;
624 if (self.owner.exteriorweaponentity != self)
629 if (self.owner.deadflag != DEAD_NO)
634 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
636 self.cnt = self.owner.weapon;
637 self.dmg = self.owner.modelindex;
638 self.deadflag = self.owner.deadflag;
639 if (self.owner.weaponname != "")
640 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
644 if((tag_found = gettagindex(self.owner, "tag_weapon")))
646 self.tag_index = tag_found;
647 self.tag_entity = self.owner;
650 setattachment(self, self.owner, "bip01 r hand");
652 // if that didn't find a tag, hide the exterior weapon model
656 self.effects = self.owner.effects | EF_LOWPRECISION;
657 self.effects = self.effects & EFMASK_CHEAP; // eat performance
658 if(self.owner.alpha != 0)
659 self.alpha = self.owner.alpha;
663 self.colormap = self.owner.colormap;
666 // spawning weaponentity for client
667 void CL_SpawnWeaponentity()
669 self.weaponentity = spawn();
670 self.weaponentity.classname = "weaponentity";
671 self.weaponentity.solid = SOLID_NOT;
672 self.weaponentity.owner = self;
673 setmodel(self.weaponentity, ""); // precision set when changed
674 self.weaponentity.origin = '0 0 0';
675 self.weaponentity.angles = '0 0 0';
676 self.weaponentity.viewmodelforclient = self;
677 self.weaponentity.flags = 0;
678 self.weaponentity.think = CL_Weaponentity_Think;
679 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
680 self.weaponentity.nextthink = time;
682 self.exteriorweaponentity = spawn();
683 self.exteriorweaponentity.classname = "exteriorweaponentity";
684 self.exteriorweaponentity.solid = SOLID_NOT;
685 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
686 self.exteriorweaponentity.owner = self;
687 self.exteriorweaponentity.origin = '0 0 0';
688 self.exteriorweaponentity.angles = '0 0 0';
689 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
690 self.exteriorweaponentity.nextthink = time;
693 .float hasweapon_complain_spam;
695 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
697 local float weaponbit, f;
698 local entity oldself;
700 if(time < self.hasweapon_complain_spam)
703 self.hasweapon_complain_spam = time + 0.2;
705 if (wpn < WEP_FIRST || wpn > WEP_LAST)
708 sprint(self, "Invalid weapon\n");
711 weaponbit = W_WeaponBit(wpn);
712 if (cl.weapons & weaponbit)
716 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
724 f = weapon_action(wpn, WR_CHECKAMMO1);
725 f = f + weapon_action(wpn, WR_CHECKAMMO2);
731 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
740 // Report Proper Weapon Status / Modified Weapon Ownership Message
741 if(weaponsInMap & weaponbit)
743 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
745 if(cvar("g_showweaponspawns"))
750 e = get_weaponinfo(wpn);
753 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
755 if(e.classname == "droppedweapon")
757 if not(e.flags & FL_ITEM)
759 WaypointSprite_Spawn(
771 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
779 if (self.weapon != -1)
781 if (self.weaponentity)
783 self.weaponentity.state = WS_CLEAR;
784 self.weaponentity.effects = 0;
790 if (self.weaponentity)
791 self.weaponentity.state = WS_READY;
792 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
795 // Setup weapon for client (after this raise frame will be launched)
796 void weapon_setup(float windex)
799 qcweaponanimation = cvar("sv_qcweaponanimation");
800 e = get_weaponinfo(windex);
801 self.items &~= IT_AMMO;
802 self.items = self.items | e.items;
804 // the two weapon entities will notice this has changed and update their models
805 self.weapon = windex;
806 self.weaponname = e.mdl;
807 self.bulletcounter = 0;
810 // perform weapon to attack (weaponstate and attack_finished check is here)
812 float weapon_prepareattack(float secondary, float attacktime)
814 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
815 //if all players readied up and the countdown is running
816 if (cvar("sv_ready_restart_after_countdown"))
817 if(time < game_starttime || time < self.race_penalty) {
821 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
822 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
824 W_SwitchWeapon_Force(self, w_getbestweapon(self));
828 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
831 // do not even think about shooting if switching
832 if(self.switchweapon != self.weapon)
835 // don't fire if previous attack is not finished
837 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
839 // don't fire while changing weapon
840 if (self.weaponentity.state != WS_READY)
842 self.weaponentity.state = WS_INUSE;
844 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
846 // if the weapon hasn't been firing continuously, reset the timer
849 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
851 ATTACK_FINISHED(self) = time;
852 //dprint("resetting attack finished to ", ftos(time), "\n");
854 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
856 self.bulletcounter += 1;
857 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
861 void weapon_thinkf(float fr, float t, void() func)
867 if(fr == WFRAME_DONTCHANGE)
869 fr = self.weaponentity.wframe;
872 else if (fr == WFRAME_IDLE)
881 if (self.weaponentity)
883 self.weaponentity.wframe = fr;
884 if (qcweaponanimation)
886 if (fr != WFRAME_IDLE)
888 self.weapon_morph0time = time;
889 self.weapon_morph0angles = self.weaponentity.angles;
890 self.weapon_morph0origin = self.weaponentity.origin;
892 self.weapon_morph1angles = '0 0 0';
893 self.weapon_morph1time = time + t;
894 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
895 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
897 self.weapon_morph2angles = '0 0 0';
898 self.weapon_morph2time = time + t;
899 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
900 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
902 self.weapon_morph3angles = '0 0 0';
903 self.weapon_morph3time = time + t;
904 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
905 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
907 self.weapon_morph4angles = '0 0 0';
908 self.weapon_morph4time = time + t;
909 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
910 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
912 if (fr == WFRAME_FIRE1)
914 self.weapon_morph1angles = '5 0 0';
915 self.weapon_morph1time = time + t * 0.1;
916 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
917 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
918 self.weapon_morph4time = time + t + 1; // delay idle effect
920 else if (fr == WFRAME_FIRE2)
922 self.weapon_morph1angles = '10 0 0';
923 self.weapon_morph1time = time + t * 0.1;
924 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
925 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
926 self.weapon_morph4time = time + t + 1; // delay idle effect
928 else if (fr == WFRAME_RELOAD)
930 self.weapon_morph1time = time + t * 0.05;
931 self.weapon_morph1angles = '-10 40 0';
932 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
933 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
935 self.weapon_morph2time = time + t * 0.15;
936 self.weapon_morph2angles = '-10 40 5';
937 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
938 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
940 self.weapon_morph3time = time + t * 0.25;
941 self.weapon_morph3angles = '-10 40 0';
942 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
943 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
949 if (fr == WFRAME_IDLE)
950 a = self.weaponentity.anim_idle;
951 else if (fr == WFRAME_FIRE1)
952 a = self.weaponentity.anim_fire1;
953 else if (fr == WFRAME_FIRE2)
954 a = self.weaponentity.anim_fire2;
955 else if (fr == WFRAME_RELOAD)
956 a = self.weaponentity.anim_reload;
957 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
962 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
970 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
972 backtrace("Tried to override initial weapon think function - should this really happen?");
977 if(self.runes & RUNE_SPEED)
979 if(self.runes & CURSE_SLOW)
980 t = t * cvar("g_balance_rune_speed_combo_atkrate");
982 t = t * cvar("g_balance_rune_speed_atkrate");
984 else if(self.runes & CURSE_SLOW)
986 t = t * cvar("g_balance_curse_slow_atkrate");
990 // VorteX: haste can be added here
991 if (self.weapon_think == w_ready)
993 self.weapon_nextthink = time;
994 //dprint("started firing at ", ftos(time), "\n");
996 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
998 self.weapon_nextthink = time;
999 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1001 self.weapon_nextthink = self.weapon_nextthink + t;
1002 self.weapon_think = func;
1003 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1007 if (!self.crouch) // shoot anim stands up, this looks bad
1010 anim = self.anim_shoot;
1011 anim_z = anim_y / t;
1012 setanim(self, anim, FALSE, TRUE, TRUE);
1016 void weapon_boblayer1(float spd, vector org)
1018 // VorteX: haste can be added here
1021 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1029 mdirection = normalize(mvelocity);
1030 mspeed = vlen(mvelocity);
1032 nstyle = cvar("g_projectiles_newton_style");
1035 // absolute velocity
1036 outvelocity = mvelocity;
1038 else if(nstyle == 1)
1040 // true Newtonian projectiles
1041 outvelocity = pvelocity + mvelocity;
1043 else if(nstyle == 2)
1045 // true Newtonian projectiles with automatic aim adjustment
1047 // solve: |outspeed * mdirection - pvelocity| = mspeed
1048 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1049 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1053 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1054 // velocity without mdirection component > mspeed
1055 // fire at smallest possible mspeed that works?
1056 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1061 p = mdirection * pvelocity;
1062 q = pvelocity * pvelocity - mspeed * mspeed;
1066 //dprint("impossible shot, adjusting\n");
1069 outspeed = p + sqrt(D);
1070 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1071 outvelocity = mdirection * outspeed;
1073 else if(nstyle == 3)
1075 // pseudo-Newtonian:
1076 outspeed = mspeed + mdirection * pvelocity;
1077 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1078 outvelocity = mdirection * outspeed;
1080 else if(nstyle == 4)
1083 outspeed = mspeed + vlen(pvelocity);
1084 outvelocity = mdirection * outspeed;
1087 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1092 void W_SetupProjectileVelocity(entity missile)
1094 if(missile.owner == world)
1095 error("Unowned missile");
1097 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1100 void W_AttachToShotorg(entity flash, vector offset)
1104 flash.angles_z = random() * 360;
1105 if(qcweaponanimation)
1107 setorigin(flash, w_shotorg + w_shotdir * 50);
1108 flash.angles = vectoangles(w_shotdir);
1109 flash.angles_z = random() * 360;
1113 setattachment(flash, self.weaponentity, "shot");
1114 setorigin(flash, offset);
1117 copyentity(flash, xflash);
1119 flash.viewmodelforclient = self;
1121 setattachment(xflash, self.exteriorweaponentity, "");
1122 setorigin(xflash, self.weaponentity.oldorigin + offset);