2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 void W_SwitchWeapon_Force(entity e, float w)
12 e.cnt = e.switchweapon;
18 // VorteX: static frame globals
19 float WFRAME_DONTCHANGE = -1;
20 float WFRAME_FIRE1 = 0;
21 float WFRAME_FIRE2 = 1;
22 float WFRAME_IDLE = 2;
23 float WFRAME_RELOAD = 3;
26 void(float fr, float t, void() func) weapon_thinkf;
31 // this function calculates w_shotorg and w_shotdir based on the weapon model
32 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
33 // make sure you call makevectors first (FIXME?)
34 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
36 float nudge = 1; // added to traceline target and subtracted from result
37 local vector trueaimpoint;
39 oldsolid = self.dphitcontentsmask;
40 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
41 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
42 trueaimpoint = trace_endpos;
44 if(ent.weaponentity.movedir_x > 0)
46 vecs = ent.weaponentity.movedir;
49 else if (cvar("g_shootfromeye"))
51 else if (cvar("g_shootfromcenter"))
54 if(debug_shotorg != '0 0 0')
57 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
59 // now move the shotorg forward as much as requested if possible
60 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
61 w_shotorg = trace_endpos - v_forward * nudge;
62 // calculate the shotdir from the chosen shotorg
63 w_shotdir = normalize(trueaimpoint - w_shotorg);
66 // explanation of g_antilag:
67 // if client reports it was aiming at a player, and the serverside trace
68 // says it would miss, change the aim point to the player's new origin,
69 // but only if the shot at the player's new origin would hit of course
71 // FIXME: a much better method for bullet weapons would be to leave a
72 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
73 // ghost corresponding to this player's ping time, and if so it would do
74 // damage to the real player
76 if (self.cursor_trace_ent) // client was aiming at someone
77 if (self.cursor_trace_ent != self) // just to make sure
78 if (self.cursor_trace_ent.takedamage) // and that person is killable
79 if (self.cursor_trace_ent.classname == "player") // and actually a player
80 if (cvar("g_antilag") == 1)
82 // verify that the shot would miss without antilag
83 // (avoids an issue where guns would always shoot at their origin)
84 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
85 if (!trace_ent.takedamage)
87 // verify that the shot would hit if altered
88 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
89 if (trace_ent == self.cursor_trace_ent)
91 // verify that the shot would hit in the past
92 if(self.antilag_debug)
93 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
95 antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
97 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
98 antilag_restore(self.cursor_trace_ent);
100 if(trace_ent == self.cursor_trace_ent)
103 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
104 dprint("ANTILAG HIT for ", self.netname, "\n");
108 // prydon cursor aimbot or odd network conditions
109 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
112 if(cvar("developer") >= 2)
114 vector v, vplus, vel;
116 v = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) ));
117 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
118 vel = (vplus - v) * (1 / 0.01);
119 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
120 v -= (self.origin + self.view_ofs);
121 // solve: v + X * vel = closest to v_forward axis
122 // project into 2D by subtracting v_forward components:
123 v -= (v * v_forward) * v_forward;
124 vel -= (vel * v_forward) * v_forward;
125 // solve: v + X * vel = closest to origin
126 // (v + X * vel)^2 closest to 0
127 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
128 X = -(v * vel) / (vel * vel);
129 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
137 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
139 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
140 if (!trace_ent.takedamage)
142 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
143 if (trace_ent.takedamage && trace_ent.classname == "player")
147 traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
149 w_shotdir = normalize(trace_ent.origin - w_shotorg);
153 else if(cvar("g_antilag") == 3) // client side hitscan
155 if (self.cursor_trace_ent) // client was aiming at someone
156 if (self.cursor_trace_ent != self) // just to make sure
157 if (self.cursor_trace_ent.takedamage) // and that person is killable
158 if (self.cursor_trace_ent.classname == "player") // and actually a player
160 // verify that the shot would miss without antilag
161 // (avoids an issue where guns would always shoot at their origin)
162 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
163 if (!trace_ent.takedamage)
165 // verify that the shot would hit if altered
166 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
167 if (trace_ent == self.cursor_trace_ent)
168 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
170 print("antilag fail\n");
177 self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
180 self.punchangle_x = recoil * -1;
184 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
187 if (self.items & IT_STRENGTH)
189 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
192 void LaserTarget_Think()
199 // list of weapons that will use the laser, and the options that enable it
200 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
203 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
208 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
211 // rocket launcher isn't selected, so no laser target.
212 if(self.lasertarget != world)
214 remove(self.lasertarget);
215 self.lasertarget = world;
220 if(!self.lasertarget)
222 // we don't have a lasertarget entity, so spawn one
223 //bprint("create laser target\n");
224 e = self.lasertarget = spawn();
225 e.owner = self.owner; // Its owner is my owner
226 e.classname = "laser_target";
227 e.movetype = MOVETYPE_NOCLIP; // don't touch things
228 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
229 e.scale = 1.25; // make it larger
230 e.alpha = 0.25; // transparency
231 e.colormod = '255 0 0' * (1/255) * 8; // change colors
232 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
233 // make it dynamically glow
234 // you should avoid over-using this, as it can slow down the player's computer.
235 e.glow_color = 251; // red color
239 e = self.lasertarget;
241 // move the laser dot to where the player is looking
243 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
244 offset = '0 0 26' + v_right*3;
245 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
246 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
247 if(trace_plane_normal != '0 0 0')
248 e.angles = vectoangles(trace_plane_normal);
250 e.angles = vectoangles(v_forward);
253 float CL_Weaponentity_CustomizeEntityForClient()
255 self.viewmodelforclient = self.owner;
256 if(other.classname == "spectator")
257 if(other.enemy == self.owner)
258 self.viewmodelforclient = other;
262 float qcweaponanimation;
263 vector weapon_offset = '0 -10 0';
264 vector weapon_adjust = '10 0 -15';
265 .vector weapon_morph0origin;
266 .vector weapon_morph0angles;
267 .float weapon_morph0time;
268 .vector weapon_morph1origin;
269 .vector weapon_morph1angles;
270 .float weapon_morph1time;
271 .vector weapon_morph2origin;
272 .vector weapon_morph2angles;
273 .float weapon_morph2time;
274 .vector weapon_morph3origin;
275 .vector weapon_morph3angles;
276 .float weapon_morph3time;
277 .vector weapon_morph4origin;
278 .vector weapon_morph4angles;
279 .float weapon_morph4time;
281 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
283 void CL_Weaponentity_Think()
286 self.nextthink = time;
287 if (intermission_running)
288 self.frame = self.anim_idle_x;
289 if (self.owner.weaponentity != self)
291 if (self.weaponentity)
292 remove(self.weaponentity);
296 if (self.owner.deadflag != DEAD_NO)
299 if (self.weaponentity)
300 self.weaponentity.model = "";
303 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
305 self.cnt = self.owner.weapon;
306 self.dmg = self.owner.modelindex;
307 self.deadflag = self.owner.deadflag;
312 if (self.owner.weaponname != "")
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
321 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".zym");
322 modelfile = fopen(animfilename, FILE_READ);
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");
339 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
340 animfile = fopen(animfilename, FILE_READ);
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");
351 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
352 animfile = fopen(animfilename, FILE_READ);
354 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
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);
365 print("Parse error in ", animfilename, ", some player animations are broken\n");
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
381 if(qcweaponanimation)
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;
391 idx = gettagindex(self, "shot");
394 print("WARNING: the weapon ", self.model, " does not support the correct shot origin tag.\n");
395 idx = gettagindex(self, "bone02");
399 self.origin = '0 0 0';
400 self.angles = '0 0 0';
402 self.viewmodelforclient = world;
403 self.movedir = gettaginfo(self, idx);
404 self.viewmodelforclient = self.owner;
407 self.movedir = '0 0 0';
410 self.view_ofs = '0 0 0';
412 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
413 if(self.movedir_x >= 0)
415 self.view_ofs_y = -self.movedir_y;
419 if(cvar("g_shootfromeye"))
424 // check if an instant weapon switch occurred
425 if (qcweaponanimation)
427 if (self.state == WS_READY)
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));
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);
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;
452 if(self.owner.alpha != 0)
453 self.alpha = self.owner.alpha;
457 self.colormap = self.owner.colormap;
458 if (self.weaponentity)
460 self.weaponentity.effects = self.effects & EF_ADDITIVE;
461 self.weaponentity.alpha = self.alpha;
462 self.weaponentity.colormap = self.colormap;
465 self.angles = '0 0 0';
468 if (self.state == WS_RAISE)
470 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
471 self.angles_x = -90 * f * f;
472 if (qcweaponanimation)
474 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
475 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
478 else if (self.state == WS_DROP)
480 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
481 self.angles_x = -90 * f * f;
482 if (qcweaponanimation)
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));
488 else if (self.state == WS_CLEAR)
491 self.angles_x = -90 * f * f;
492 if (qcweaponanimation)
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));
498 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
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);
505 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
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);
512 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
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);
519 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
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);
526 else if (qcweaponanimation)
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;
539 // turn gun to the left to look at it
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);
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);
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);
558 // raise the gun a bit
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
621 // create or update the lasertarget entity
625 void CL_ExteriorWeaponentity_Think()
628 self.nextthink = time;
629 if (self.owner.exteriorweaponentity != self)
634 if (self.owner.deadflag != DEAD_NO)
639 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
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
649 if((tag_found = gettagindex(self.owner, "tag_weapon")))
651 self.tag_index = tag_found;
652 self.tag_entity = self.owner;
655 setattachment(self, self.owner, "bip01 r hand");
657 // if that didn't find a tag, hide the exterior weapon model
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;
668 self.colormap = self.owner.colormap;
671 // spawning weaponentity for client
672 void CL_SpawnWeaponentity()
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;
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;
698 .float hasweapon_complain_spam;
700 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
702 local float weaponbit, f;
703 local entity oldself;
705 if(time < self.hasweapon_complain_spam)
708 self.hasweapon_complain_spam = time + 0.2;
710 if (wpn < WEP_FIRST || wpn > WEP_LAST)
713 sprint(self, "Invalid weapon\n");
716 weaponbit = W_WeaponBit(wpn);
717 if (cl.weapons & weaponbit)
721 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
729 f = weapon_action(wpn, WR_CHECKAMMO1);
730 f = f + weapon_action(wpn, WR_CHECKAMMO2);
736 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
745 // Report Proper Weapon Status / Modified Weapon Ownership Message
746 if(weaponsInMap & weaponbit)
748 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
750 if(cvar("g_showweaponspawns"))
755 e = get_weaponinfo(wpn);
758 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
760 if(e.classname == "droppedweapon")
762 if not(e.flags & FL_ITEM)
764 WaypointSprite_Spawn(
776 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
784 if (self.weapon != -1)
786 if (self.weaponentity)
788 self.weaponentity.state = WS_CLEAR;
789 self.weaponentity.effects = 0;
795 if (self.weaponentity)
796 self.weaponentity.state = WS_READY;
797 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
800 // Setup weapon for client (after this raise frame will be launched)
801 void weapon_setup(float windex)
804 qcweaponanimation = cvar("sv_qcweaponanimation");
805 e = get_weaponinfo(windex);
806 self.items &~= IT_AMMO;
807 self.items = self.items | e.items;
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;
815 // perform weapon to attack (weaponstate and attack_finished check is here)
817 float weapon_prepareattack(float secondary, float attacktime)
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) {
826 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
827 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
829 W_SwitchWeapon_Force(self, w_getbestweapon(self));
833 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
836 // do not even think about shooting if switching
837 if(self.switchweapon != self.weapon)
840 // don't fire if previous attack is not finished
842 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
844 // don't fire while changing weapon
845 if (self.weaponentity.state != WS_READY)
847 self.weaponentity.state = WS_INUSE;
849 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
851 // if the weapon hasn't been firing continuously, reset the timer
854 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
856 ATTACK_FINISHED(self) = time;
857 //dprint("resetting attack finished to ", ftos(time), "\n");
859 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
861 self.bulletcounter += 1;
862 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
866 void weapon_thinkf(float fr, float t, void() func)
872 if(fr == WFRAME_DONTCHANGE)
874 fr = self.weaponentity.wframe;
877 else if (fr == WFRAME_IDLE)
886 if (self.weaponentity)
888 self.weaponentity.wframe = fr;
889 if (qcweaponanimation)
891 if (fr != WFRAME_IDLE)
893 self.weapon_morph0time = time;
894 self.weapon_morph0angles = self.weaponentity.angles;
895 self.weapon_morph0origin = self.weaponentity.origin;
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);
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);
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);
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);
917 if (fr == WFRAME_FIRE1)
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
925 else if (fr == WFRAME_FIRE2)
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
933 else if (fr == WFRAME_RELOAD)
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);
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);
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);
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);
967 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
975 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
977 backtrace("Tried to override initial weapon think function - should this really happen?");
982 if(self.runes & RUNE_SPEED)
984 if(self.runes & CURSE_SLOW)
985 t = t * cvar("g_balance_rune_speed_combo_atkrate");
987 t = t * cvar("g_balance_rune_speed_atkrate");
989 else if(self.runes & CURSE_SLOW)
991 t = t * cvar("g_balance_curse_slow_atkrate");
995 // VorteX: haste can be added here
996 if (self.weapon_think == w_ready)
998 self.weapon_nextthink = time;
999 //dprint("started firing at ", ftos(time), "\n");
1001 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1003 self.weapon_nextthink = time;
1004 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1006 self.weapon_nextthink = self.weapon_nextthink + t;
1007 self.weapon_think = func;
1008 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1012 if (!self.crouch) // shoot anim stands up, this looks bad
1015 anim = self.anim_shoot;
1016 anim_z = anim_y / t;
1017 setanim(self, anim, FALSE, TRUE, TRUE);
1021 void weapon_boblayer1(float spd, vector org)
1023 // VorteX: haste can be added here
1026 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1034 mdirection = normalize(mvelocity);
1035 mspeed = vlen(mvelocity);
1037 nstyle = cvar("g_projectiles_newton_style");
1040 // absolute velocity
1041 outvelocity = mvelocity;
1043 else if(nstyle == 1)
1045 // true Newtonian projectiles
1046 outvelocity = pvelocity + mvelocity;
1048 else if(nstyle == 2)
1050 // true Newtonian projectiles with automatic aim adjustment
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)
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
1066 p = mdirection * pvelocity;
1067 q = pvelocity * pvelocity - mspeed * mspeed;
1071 //dprint("impossible shot, adjusting\n");
1074 outspeed = p + sqrt(D);
1075 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1076 outvelocity = mdirection * outspeed;
1078 else if(nstyle == 3)
1080 // pseudo-Newtonian:
1081 outspeed = mspeed + mdirection * pvelocity;
1082 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1083 outvelocity = mdirection * outspeed;
1085 else if(nstyle == 4)
1088 outspeed = mspeed + vlen(pvelocity);
1089 outvelocity = mdirection * outspeed;
1092 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1097 void W_SetupProjectileVelocity(entity missile)
1099 if(missile.owner == world)
1100 error("Unowned missile");
1102 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);