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added support for models/weapons/h_name.zym models
[divverent/nexuiz.git] / data / qcsrc / server / cl_weaponsystem.qc
1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 void W_SwitchWeapon_Force(entity e, float w)
11 {
12         e.cnt = e.switchweapon;
13         e.switchweapon = w;
14 }
15
16 .float antilag_debug;
17
18 // VorteX: static frame globals
19 float WFRAME_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 if (cvar("g_shootfromeye"))
50                 vecs_y = vecs_z = 0;
51         else if (cvar("g_shootfromcenter"))
52                 vecs_y = 0;
53
54         if(debug_shotorg != '0 0 0')
55                 vecs = debug_shotorg;
56         
57         w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
58
59         // now move the shotorg forward as much as requested if possible
60         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
61         w_shotorg = trace_endpos - v_forward * nudge;
62         // calculate the shotdir from the chosen shotorg
63         w_shotdir = normalize(trueaimpoint - w_shotorg);
64
65 #if 0
66         // explanation of g_antilag:
67         // if client reports it was aiming at a player, and the serverside trace
68         // says it would miss, change the aim point to the player's new origin,
69         // but only if the shot at the player's new origin would hit of course
70         //
71         // FIXME: a much better method for bullet weapons would be to leave a
72         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
73         // ghost corresponding to this player's ping time, and if so it would do
74         // damage to the real player
75         if (antilag)
76         if (self.cursor_trace_ent)                 // client was aiming at someone
77         if (self.cursor_trace_ent != self)         // just to make sure
78         if (self.cursor_trace_ent.takedamage)      // and that person is killable
79         if (self.cursor_trace_ent.classname == "player") // and actually a player
80         if (cvar("g_antilag") == 1)
81         {
82                 // verify that the shot would miss without antilag
83                 // (avoids an issue where guns would always shoot at their origin)
84                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
85                 if (!trace_ent.takedamage)
86                 {
87                         // verify that the shot would hit if altered
88                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
89                         if (trace_ent == self.cursor_trace_ent)
90                         {
91                                 // verify that the shot would hit in the past
92                                 if(self.antilag_debug)
93                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
94                                 else
95                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
96
97                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
98                                 antilag_restore(self.cursor_trace_ent);
99
100                                 if(trace_ent == self.cursor_trace_ent)
101                                 {
102                                         // HIT!
103                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
104                                         dprint("ANTILAG HIT for ", self.netname, "\n");
105                                 }
106                                 else
107                                 {
108                                         // prydon cursor aimbot or odd network conditions
109                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
110                                 }
111
112                                 if(cvar("developer") >= 2)
113                                 {
114                                         vector v, vplus, vel;
115                                         float X;
116                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
117                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
118                                         vel = (vplus - v) * (1 / 0.01);
119                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
120                                         v     -= (self.origin + self.view_ofs);
121                                         // solve: v + X * vel = closest to v_forward axis
122                                         // project into 2D by subtracting v_forward components:
123                                         v   -= (v   * v_forward) * v_forward;
124                                         vel -= (vel * v_forward) * v_forward;
125                                         // solve: v + X * vel = closest to origin
126                                         // (v + X * vel)^2 closest to 0
127                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
128                                         X = -(v * vel) / (vel * vel);
129                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
130                                 }
131                         }
132                 }
133         }
134 #else
135         if (antilag)
136         {
137                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
138                 {
139                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
140                         if (!trace_ent.takedamage)
141                         {
142                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
143                                 if (trace_ent.takedamage && trace_ent.classname == "player")
144                                 {
145                                         entity e;
146                                         e = trace_ent;
147                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
148                                         if(trace_ent == e)
149                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
150                                 }
151                         }
152                 }
153                 else if(cvar("g_antilag") == 3) // client side hitscan
154                 {
155                         if (self.cursor_trace_ent)                 // client was aiming at someone
156                         if (self.cursor_trace_ent != self)         // just to make sure
157                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
158                         if (self.cursor_trace_ent.classname == "player") // and actually a player
159                         {
160                                 // verify that the shot would miss without antilag
161                                 // (avoids an issue where guns would always shoot at their origin)
162                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
163                                 if (!trace_ent.takedamage)
164                                 {
165                                         // verify that the shot would hit if altered
166                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
167                                         if (trace_ent == self.cursor_trace_ent)
168                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
169                                         else
170                                                 print("antilag fail\n");
171                                 }
172                         }
173                 }
174         }
175 #endif
176
177         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
178
179         if (!g_norecoil)
180                 self.punchangle_x = recoil * -1;
181
182         if (snd != "")
183         {
184                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
185         }
186
187         if (self.items & IT_STRENGTH)
188         if (!g_minstagib)
189                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
190 };
191
192 void LaserTarget_Think()
193 {
194         entity e;
195         vector offset;
196         float uselaser;
197         uselaser = 0;
198
199         // list of weapons that will use the laser, and the options that enable it
200         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
201                 uselaser = 1;
202         // example
203         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
204         //      uselaser = 1;
205
206
207
208         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
209         if(!uselaser)
210         {
211                 // rocket launcher isn't selected, so no laser target.
212                 if(self.lasertarget != world)
213                 {
214                         remove(self.lasertarget);
215                         self.lasertarget = world;
216                 }
217                 return;
218         }
219
220         if(!self.lasertarget)
221         {
222                 // we don't have a lasertarget entity, so spawn one
223                 //bprint("create laser target\n");
224                 e = self.lasertarget = spawn();
225                 e.owner = self.owner;                   // Its owner is my owner
226                 e.classname = "laser_target";
227                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
228                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
229                 e.scale = 1.25;                         // make it larger
230                 e.alpha = 0.25;                         // transparency
231                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
232                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
233                 // make it dynamically glow
234                 // you should avoid over-using this, as it can slow down the player's computer.
235                 e.glow_color = 251; // red color
236                 e.glow_size = 12;
237         }
238         else
239                 e = self.lasertarget;
240
241         // move the laser dot to where the player is looking
242
243         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
244         offset = '0 0 26' + v_right*3;
245         traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
246         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
247         if(trace_plane_normal != '0 0 0')
248                 e.angles = vectoangles(trace_plane_normal);
249         else
250                 e.angles = vectoangles(v_forward);
251 }
252
253 float CL_Weaponentity_CustomizeEntityForClient()
254 {
255         self.viewmodelforclient = self.owner;
256         if(other.classname == "spectator")
257                 if(other.enemy == self.owner)
258                         self.viewmodelforclient = other;
259         return TRUE;
260 }
261
262 float qcweaponanimation;
263 vector weapon_offset = '0 -10 0';
264 vector weapon_adjust = '10 0 -15';
265 .vector weapon_morph0origin;
266 .vector weapon_morph0angles;
267 .float  weapon_morph0time;
268 .vector weapon_morph1origin;
269 .vector weapon_morph1angles;
270 .float  weapon_morph1time;
271 .vector weapon_morph2origin;
272 .vector weapon_morph2angles;
273 .float  weapon_morph2time;
274 .vector weapon_morph3origin;
275 .vector weapon_morph3angles;
276 .float  weapon_morph3time;
277 .vector weapon_morph4origin;
278 .vector weapon_morph4angles;
279 .float  weapon_morph4time;
280 .string weaponname;
281 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
282
283 void CL_Weaponentity_Think()
284 {
285         float tb;
286         self.nextthink = time;
287         if (intermission_running)
288                 self.frame = self.anim_idle_x;
289         if (self.owner.weaponentity != self)
290         {
291                 if (self.weaponentity)
292                         remove(self.weaponentity);
293                 remove(self);
294                 return;
295         }
296         if (self.owner.deadflag != DEAD_NO)
297         {
298                 self.model = "";
299                 if (self.weaponentity)
300                         self.weaponentity.model = "";
301                 return;
302         }
303         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
304         {
305                 self.cnt = self.owner.weapon;
306                 self.dmg = self.owner.modelindex;
307                 self.deadflag = self.owner.deadflag;
308
309                 string animfilename;
310                 float animfile;
311                 float modelfile;
312                 if (self.owner.weaponname != "")
313                 {
314                         // if there is a child entity, hide it until we're sure we use it
315                         if (self.weaponentity)
316                                 self.weaponentity.model = "";
317                         if (qcweaponanimation)
318                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
319                         else
320                         {
321                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".zym");
322                                 modelfile = fopen(animfilename, FILE_READ);
323                                 if (modelfile >= 0)
324                                 {
325                                         fclose(modelfile);
326                                         self.anim_fire1  = '0 1 10';
327                                         self.anim_fire2  = '1 1 10';
328                                         self.anim_idle   = '2 1 10';
329                                         self.anim_reload = '3 1 10';
330                                         setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".zym")); // precision set below
331                                         if (!self.weaponentity)
332                                                 self.weaponentity = spawn();
333                                         setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
334                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
335                                         setattachment(self.weaponentity, self, "weapon");
336                                 }
337                                 else
338                                 {
339                                         animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
340                                         animfile = fopen(animfilename, FILE_READ);
341                                         if (animfile >= 0)
342                                         {
343                                                 if (!self.weaponentity)
344                                                         self.weaponentity = spawn();
345                                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
346                                                 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
347                                                 setattachment(self.weaponentity, self, "weapon");
348                                         }
349                                         else
350                                         {
351                                                 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
352                                                 animfile = fopen(animfilename, FILE_READ);
353                                                 if (animfile >= 0)
354                                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
355                                         }
356                                         if (animfile >= 0)
357                                         {
358                                                 animparseerror = FALSE;
359                                                 self.anim_fire1  = animparseline(animfile);
360                                                 self.anim_fire2  = animparseline(animfile);
361                                                 self.anim_idle   = animparseline(animfile);
362                                                 self.anim_reload = animparseline(animfile);
363                                                 fclose(animfile);
364                                                 if (animparseerror)
365                                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
366                                         }
367                                         else
368                                         {
369                                                 self.anim_fire1  = '0 1 10';
370                                                 self.anim_fire2  = '1 1 10';
371                                                 self.anim_idle   = '2 1 10';
372                                                 self.anim_reload = '3 1 10';
373                                                 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
374                                         }
375                                 }
376                         }
377                 }
378                 else
379                         self.model = "";
380
381                 if(qcweaponanimation)
382                 {
383                         self.angles = '0 0 0';
384                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
385                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
386                         self.movedir_x += 30;
387                 }
388                 else
389                 {
390                         float idx;
391                         idx = gettagindex(self, "shot");
392                         if(!idx)
393                         {
394                                 print("WARNING: the weapon ", self.model, " does not support the correct shot origin tag.\n");
395                                 idx = gettagindex(self, "bone02");
396                         }
397                         if(idx)
398                         {
399                                 self.origin = '0 0 0';
400                                 self.angles = '0 0 0';
401                                 self.frame = 0;
402                                 self.viewmodelforclient = world;
403                                 self.movedir = gettaginfo(self, idx);
404                                 self.viewmodelforclient = self.owner;
405                         }
406                         else
407                                 self.movedir = '0 0 0';
408                 }
409
410                 self.view_ofs = '0 0 0';
411
412                 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
413                 if(self.movedir_x >= 0)
414                 {
415                         self.view_ofs_y = -self.movedir_y;
416                         self.movedir_y = 0;
417                 }
418
419                 if(cvar("g_shootfromeye"))
420                 {
421                         self.movedir_z = 0;
422                 }
423
424                 // check if an instant weapon switch occurred
425                 if (qcweaponanimation)
426                 {
427                         if (self.state == WS_READY)
428                         {
429                                 self.angles = '0 0 0';
430                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
431                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
432                         }
433                 }
434                 else
435                         setorigin(self, self.view_ofs);
436                 // reset animstate now
437                 self.wframe = WFRAME_IDLE;
438                 self.weapon_morph0time = 0;
439                 self.weapon_morph1time = 0;
440                 self.weapon_morph2time = 0;
441                 self.weapon_morph3time = 0;
442                 self.weapon_morph4time = 0;
443                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
444         }
445
446         tb = (self.effects & EF_TELEPORT_BIT);
447         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
448         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
449         self.effects &~= EF_TELEPORT_BIT;
450         self.effects |= tb;
451
452         if(self.owner.alpha != 0)
453                 self.alpha = self.owner.alpha;
454         else
455                 self.alpha = 1;
456         
457         self.colormap = self.owner.colormap;
458         if (self.weaponentity)
459         {
460                 self.weaponentity.effects = self.effects & EF_ADDITIVE;
461                 self.weaponentity.alpha = self.alpha;
462                 self.weaponentity.colormap = self.colormap;
463         }
464
465         self.angles = '0 0 0';
466         local float f;
467         f = 0;
468         if (self.state == WS_RAISE)
469         {
470                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
471                 self.angles_x = -90 * f * f;
472                 if (qcweaponanimation)
473                 {
474                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
475                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
476                 }
477         }
478         else if (self.state == WS_DROP)
479         {
480                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
481                 self.angles_x = -90 * f * f;
482                 if (qcweaponanimation)
483                 {
484                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
485                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
486                 }
487         }
488         else if (self.state == WS_CLEAR)
489         {
490                 f = 1;
491                 self.angles_x = -90 * f * f;
492                 if (qcweaponanimation)
493                 {
494                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
495                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
496                 }
497         }
498         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
499         {
500                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
501                 f = 1 - pow(1 - f, 3);
502                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
503                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
504         }
505         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
506         {
507                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
508                 f = 1 - pow(1 - f, 3);
509                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
510                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
511         }
512         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
513         {
514                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
515                 f = 1 - pow(1 - f, 3);
516                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
517                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
518         }
519         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
520         {
521                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
522                 f = 1 - pow(1 - f, 3);
523                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
524                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
525         }
526         else if (qcweaponanimation)
527         {
528                 // begin a new idle morph
529                 self.owner.weapon_morph0time   = time;
530                 self.owner.weapon_morph0angles = self.angles;
531                 self.owner.weapon_morph0origin = self.origin;
532
533                 float r;
534                 float t;
535
536                 r = random();
537                 if (r < 0.1)
538                 {
539                         // turn gun to the left to look at it
540                         t = 2;
541                         self.owner.weapon_morph1time   = time + t * 0.2;
542                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
543                         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');
544                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
545
546                         self.owner.weapon_morph2time   = time + t * 0.6;
547                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
548                         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');
549                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
550
551                         self.owner.weapon_morph3time   = time + t;
552                         self.owner.weapon_morph3angles = '0 0 0';
553                         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');
554                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
555                 }
556                 else if (r < 0.2)
557                 {
558                         // raise the gun a bit
559                         t = 2;
560                         self.owner.weapon_morph1time   = time + t * 0.2;
561                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
562                         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');
563                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
564
565                         self.owner.weapon_morph2time   = time + t * 0.5;
566                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
567                         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');
568                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
569
570                         self.owner.weapon_morph3time   = time + t;
571                         self.owner.weapon_morph3angles = '0 0 0';
572                         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');
573                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
574                 }
575                 else if (r < 0.3)
576                 {
577                         // tweak it a bit
578                         t = 5;
579                         self.owner.weapon_morph1time   = time + t * 0.3;
580                         self.owner.weapon_morph1angles = randomvec() * 6;
581                         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');
582                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
583
584                         self.owner.weapon_morph2time   = time + t * 0.7;
585                         self.owner.weapon_morph2angles = randomvec() * 6;
586                         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');
587                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
588
589                         self.owner.weapon_morph3time   = time + t;
590                         self.owner.weapon_morph3angles = '0 0 0';
591                         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');
592                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
593                 }
594                 else
595                 {
596                         // hold it mostly steady
597                         t = random() * 6 + 4;
598                         self.owner.weapon_morph1time   = time + t * 0.2;
599                         self.owner.weapon_morph1angles = randomvec() * 1;
600                         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');
601                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
602
603                         self.owner.weapon_morph2time   = time + t * 0.5;
604                         self.owner.weapon_morph2angles = randomvec() * 1;
605                         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');
606                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
607
608                         self.owner.weapon_morph3time   = time + t * 0.7;
609                         self.owner.weapon_morph3angles = randomvec() * 1;
610                         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');
611                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
612                 }
613
614                 self.owner.weapon_morph4time   = time + t;
615                 self.owner.weapon_morph4angles = '0 0 0';
616                 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');
617                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
618
619         }
620
621         // create or update the lasertarget entity
622         LaserTarget_Think();
623 };
624
625 void CL_ExteriorWeaponentity_Think()
626 {
627         float tag_found;
628         self.nextthink = time;
629         if (self.owner.exteriorweaponentity != self)
630         {
631                 remove(self);
632                 return;
633         }
634         if (self.owner.deadflag != DEAD_NO)
635         {
636                 self.model = "";
637                 return;
638         }
639         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
640         {
641                 self.cnt = self.owner.weapon;
642                 self.dmg = self.owner.modelindex;
643                 self.deadflag = self.owner.deadflag;
644                 if (self.owner.weaponname != "")
645                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
646                 else
647                         self.model = "";
648
649                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
650                 {
651                         self.tag_index = tag_found;
652                         self.tag_entity = self.owner;
653                 }
654                 else
655                         setattachment(self, self.owner, "bip01 r hand");
656
657                 // if that didn't find a tag, hide the exterior weapon model
658                 if (!self.tag_index)
659                         self.model = "";
660         }
661         self.effects = self.owner.effects | EF_LOWPRECISION;
662         self.effects = self.effects & EFMASK_CHEAP; // eat performance
663         if(self.owner.alpha != 0)
664                 self.alpha = self.owner.alpha;
665         else
666                 self.alpha = 1;
667         
668         self.colormap = self.owner.colormap;
669 };
670
671 // spawning weaponentity for client
672 void CL_SpawnWeaponentity()
673 {
674         self.weaponentity = spawn();
675         self.weaponentity.classname = "weaponentity";
676         self.weaponentity.solid = SOLID_NOT;
677         self.weaponentity.owner = self;
678         setmodel(self.weaponentity, ""); // precision set when changed
679         self.weaponentity.origin = '0 0 0';
680         self.weaponentity.angles = '0 0 0';
681         self.weaponentity.viewmodelforclient = self;
682         self.weaponentity.flags = 0;
683         self.weaponentity.think = CL_Weaponentity_Think;
684         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
685         self.weaponentity.nextthink = time;
686
687         self.exteriorweaponentity = spawn();
688         self.exteriorweaponentity.classname = "exteriorweaponentity";
689         self.exteriorweaponentity.solid = SOLID_NOT;
690         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
691         self.exteriorweaponentity.owner = self;
692         self.exteriorweaponentity.origin = '0 0 0';
693         self.exteriorweaponentity.angles = '0 0 0';
694         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
695         self.exteriorweaponentity.nextthink = time;
696 };
697
698 .float hasweapon_complain_spam;
699
700 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
701 {
702         local float weaponbit, f;
703         local entity oldself;
704
705         if(time < self.hasweapon_complain_spam)
706                 complain = 0;
707         if(complain)
708                 self.hasweapon_complain_spam = time + 0.2;
709
710         if (wpn < WEP_FIRST || wpn > WEP_LAST)
711         {
712                 if (complain)
713                         sprint(self, "Invalid weapon\n");
714                 return FALSE;
715         }
716         weaponbit = W_WeaponBit(wpn);
717         if (cl.weapons & weaponbit)
718         {
719                 if (andammo)
720                 {
721                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
722                         {
723                                 f = 1;
724                         }
725                         else
726                         {
727                                 oldself = self;
728                                 self = cl;
729                                 f = weapon_action(wpn, WR_CHECKAMMO1);
730                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
731                                 self = oldself;
732                         }
733                         if (!f)
734                         {
735                                 if (complain)
736                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
737                                 return FALSE;
738                         }
739                 }
740                 return TRUE;
741         }
742         if (complain)
743         {
744                 // DRESK - 3/16/07
745                 // Report Proper Weapon Status / Modified Weapon Ownership Message
746                 if(weaponsInMap & weaponbit)
747                 {
748                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
749
750                         if(cvar("g_showweaponspawns"))
751                         {
752                                 entity e;
753                                 string s;
754
755                                 e = get_weaponinfo(wpn);
756                                 s = e.model2;
757
758                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
759                                 {
760                                         if(e.classname == "droppedweapon")
761                                                 continue;
762                                         if not(e.flags & FL_ITEM)
763                                                 continue;
764                                         WaypointSprite_Spawn(
765                                                 s,
766                                                 1, 0,
767                                                 world, e.origin,
768                                                 self, 0,
769                                                 world, enemy,
770                                                 0
771                                         );
772                                 }
773                         }
774                 }
775                 else
776                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
777         }
778         return FALSE;
779 };
780
781 // Weapon subs
782 void w_clear()
783 {
784         if (self.weapon != -1)
785                 self.weapon = 0;
786         if (self.weaponentity)
787         {
788                 self.weaponentity.state = WS_CLEAR;
789                 self.weaponentity.effects = 0;
790         }
791 };
792
793 void w_ready()
794 {
795         if (self.weaponentity)
796                 self.weaponentity.state = WS_READY;
797         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
798 };
799
800 // Setup weapon for client (after this raise frame will be launched)
801 void weapon_setup(float windex)
802 {
803         entity e;
804         qcweaponanimation = cvar("sv_qcweaponanimation");
805         e = get_weaponinfo(windex);
806         self.items &~= IT_AMMO;
807         self.items = self.items | e.items;
808
809         // the two weapon entities will notice this has changed and update their models
810         self.weapon = windex;
811         self.weaponname = e.mdl;
812         self.bulletcounter = 0;
813 };
814
815 // perform weapon to attack (weaponstate and attack_finished check is here)
816 .float race_penalty;
817 float weapon_prepareattack(float secondary, float attacktime)
818 {
819         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
820         //if all players readied up and the countdown is running
821         if (cvar("sv_ready_restart_after_countdown"))
822                 if(time < game_starttime || time < self.race_penalty) {
823                         return FALSE;
824                 }
825         
826         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
827         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
828         {
829                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
830                 return FALSE;
831         }
832
833         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
834                 return FALSE;
835
836         // do not even think about shooting if switching
837         if(self.switchweapon != self.weapon)
838                 return FALSE;
839
840         // don't fire if previous attack is not finished
841         if(attacktime >= 0)
842                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
843                         return FALSE;
844         // don't fire while changing weapon
845         if (self.weaponentity.state != WS_READY)
846                 return FALSE;
847         self.weaponentity.state = WS_INUSE;
848
849         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
850
851         // if the weapon hasn't been firing continuously, reset the timer
852         if(attacktime >= 0)
853         {
854                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
855                 {
856                         ATTACK_FINISHED(self) = time;
857                         //dprint("resetting attack finished to ", ftos(time), "\n");
858                 }
859                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
860         }
861         self.bulletcounter += 1;
862         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
863         return TRUE;
864 };
865
866 void weapon_thinkf(float fr, float t, void() func)
867 {
868         vector a;
869         vector of, or, ou;
870         float restartanim;
871
872         if(fr == WFRAME_DONTCHANGE)
873         {
874                 fr = self.weaponentity.wframe;
875                 restartanim = FALSE;
876         }
877         else if (fr == WFRAME_IDLE)
878                 restartanim = FALSE;
879         else
880                 restartanim = TRUE;
881
882         of = v_forward;
883         or = v_right;
884         ou = v_up;
885
886         if (self.weaponentity)
887         {
888                 self.weaponentity.wframe = fr;
889                 if (qcweaponanimation)
890                 {
891                         if (fr != WFRAME_IDLE)
892                         {
893                                 self.weapon_morph0time = time;
894                                 self.weapon_morph0angles = self.weaponentity.angles;
895                                 self.weapon_morph0origin = self.weaponentity.origin;
896
897                                 self.weapon_morph1angles = '0 0 0';
898                                 self.weapon_morph1time = time + t;
899                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
900                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
901
902                                 self.weapon_morph2angles = '0 0 0';
903                                 self.weapon_morph2time = time + t;
904                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
905                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
906
907                                 self.weapon_morph3angles = '0 0 0';
908                                 self.weapon_morph3time = time + t;
909                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
910                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
911
912                                 self.weapon_morph4angles = '0 0 0';
913                                 self.weapon_morph4time = time + t;
914                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
915                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
916
917                                 if (fr == WFRAME_FIRE1)
918                                 {
919                                         self.weapon_morph1angles = '5 0 0';
920                                         self.weapon_morph1time = time + t * 0.1;
921                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
922                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
923                                         self.weapon_morph4time = time + t + 1; // delay idle effect
924                                 }
925                                 else if (fr == WFRAME_FIRE2)
926                                 {
927                                         self.weapon_morph1angles = '10 0 0';
928                                         self.weapon_morph1time = time + t * 0.1;
929                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
930                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
931                                         self.weapon_morph4time = time + t + 1; // delay idle effect
932                                 }
933                                 else if (fr == WFRAME_RELOAD)
934                                 {
935                                         self.weapon_morph1time = time + t * 0.05;
936                                         self.weapon_morph1angles = '-10 40 0';
937                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
938                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
939
940                                         self.weapon_morph2time = time + t * 0.15;
941                                         self.weapon_morph2angles = '-10 40 5';
942                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
943                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
944                 
945                                         self.weapon_morph3time = time + t * 0.25;
946                                         self.weapon_morph3angles = '-10 40 0';
947                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
948                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
949                                 }
950                         }
951                 }
952                 else
953                 {
954                         if (fr == WFRAME_IDLE)
955                                 a = self.weaponentity.anim_idle;
956                         else if (fr == WFRAME_FIRE1)
957                                 a = self.weaponentity.anim_fire1;
958                         else if (fr == WFRAME_FIRE2)
959                                 a = self.weaponentity.anim_fire2;
960                         else if (fr == WFRAME_RELOAD)
961                                 a = self.weaponentity.anim_reload;
962                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
963                 }
964
965                 if(restartanim)
966                 {
967                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
968                 }
969         }
970
971         v_forward = of;
972         v_right = or;
973         v_up = ou;
974
975         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
976         {
977                 backtrace("Tried to override initial weapon think function - should this really happen?");
978         }
979
980         if(g_runematch)
981         {
982                 if(self.runes & RUNE_SPEED)
983                 {
984                         if(self.runes & CURSE_SLOW)
985                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
986                         else
987                                 t = t * cvar("g_balance_rune_speed_atkrate");
988                 }
989                 else if(self.runes & CURSE_SLOW)
990                 {
991                         t = t * cvar("g_balance_curse_slow_atkrate");
992                 }
993         }
994
995         // VorteX: haste can be added here
996         if (self.weapon_think == w_ready)
997         {
998                 self.weapon_nextthink = time;
999                 //dprint("started firing at ", ftos(time), "\n");
1000         }
1001         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1002         {
1003                 self.weapon_nextthink = time;
1004                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1005         }
1006         self.weapon_nextthink = self.weapon_nextthink + t;
1007         self.weapon_think = func;
1008         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1009
1010         if (restartanim)
1011         if (t)
1012         if (!self.crouch) // shoot anim stands up, this looks bad
1013         {
1014                 local vector anim;
1015                 anim = self.anim_shoot;
1016                 anim_z = anim_y / t;
1017                 setanim(self, anim, FALSE, TRUE, TRUE);
1018         }
1019 };
1020
1021 void weapon_boblayer1(float spd, vector org)
1022 {
1023         // VorteX: haste can be added here
1024 };
1025
1026 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1027 {
1028         vector mdirection;
1029         float mspeed;
1030         float outspeed;
1031         float nstyle;
1032         vector outvelocity;
1033
1034         mdirection = normalize(mvelocity);
1035         mspeed = vlen(mvelocity);
1036
1037         nstyle = cvar("g_projectiles_newton_style");
1038         if(nstyle == 0)
1039         {
1040                 // absolute velocity
1041                 outvelocity = mvelocity;
1042         }
1043         else if(nstyle == 1)
1044         {
1045                 // true Newtonian projectiles
1046                 outvelocity = pvelocity + mvelocity;
1047         }
1048         else if(nstyle == 2)
1049         {
1050                 // true Newtonian projectiles with automatic aim adjustment
1051                 //
1052                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1053                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1054                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1055                 // PLUS SIGN!
1056                 // not defined?
1057                 // then...
1058                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1059                 // velocity without mdirection component > mspeed
1060                 // fire at smallest possible mspeed that works?
1061                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1062
1063                 float D;
1064                 float p;
1065                 float q;
1066                 p = mdirection * pvelocity;
1067                 q = pvelocity * pvelocity - mspeed * mspeed;
1068                 D = p * p - q;
1069                 if(D < 0)
1070                 {
1071                         //dprint("impossible shot, adjusting\n");
1072                         D = 0;
1073                 }
1074                 outspeed = p + sqrt(D);
1075                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1076                 outvelocity = mdirection * outspeed;
1077         }
1078         else if(nstyle == 3)
1079         {
1080                 // pseudo-Newtonian:
1081                 outspeed = mspeed + mdirection * pvelocity;
1082                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1083                 outvelocity = mdirection * outspeed;
1084         }
1085         else if(nstyle == 4)
1086         {
1087                 // tZorkian:
1088                 outspeed = mspeed + vlen(pvelocity);
1089                 outvelocity = mdirection * outspeed;
1090         }
1091         else
1092                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1093
1094         return outvelocity;
1095 }
1096
1097 void W_SetupProjectileVelocity(entity missile)
1098 {
1099         if(missile.owner == world)
1100                 error("Unowned missile");
1101
1102         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1103 }