2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
43 // VorteX: static frame globals
44 float WFRAME_DONTCHANGE = -1;
45 float WFRAME_FIRE1 = 0;
46 float WFRAME_FIRE2 = 1;
47 float WFRAME_IDLE = 2;
48 float WFRAME_RELOAD = 3;
51 void(float fr, float t, void() func) weapon_thinkf;
53 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
56 ret_x = screenright * v;
58 ret_z = screenforward * v;
62 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
65 vector mi, ma, thisv, myv, ret;
67 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
74 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
75 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
76 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
77 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
80 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
81 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
82 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
91 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
92 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
93 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
94 ret_z = thisv_z - myv_z;
98 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
104 if(player.hitplotfh >= 0)
106 lag = ANTILAG_LATENCY(player);
109 if(clienttype(player) != CLIENTTYPE_REAL)
110 lag = 0; // only antilag for clients
112 org = player.origin + player.view_ofs;
113 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
114 if(trace_ent.flags & FL_CLIENT)
116 antilag_takeback(trace_ent, time - lag);
117 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
118 antilag_restore(trace_ent);
119 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
120 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
128 // this function calculates w_shotorg and w_shotdir based on the weapon model
129 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
130 // make sure you call makevectors first (FIXME?)
131 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
133 float nudge = 1; // added to traceline target and subtracted from result
134 local vector trueaimpoint;
135 local float oldsolid;
137 oldsolid = ent.dphitcontentsmask;
138 if(ent.weapon == WEP_CAMPINGRIFLE)
139 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
141 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
144 // passing world, because we do NOT want it to touch dphitcontentsmask
146 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
147 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148 trueaimpoint = WarpZone_trace_endpos; // warpzone support
151 if not(inWarmupStage) {
153 w = get_weaponinfo(ent.weapon);
154 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
155 ent.stats_fired[ent.weapon - 1] += maxdamage;
156 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
160 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
162 if(ent.weaponentity.movedir_x > 0)
164 vecs = ent.weaponentity.movedir;
170 if(debug_shotorg != '0 0 0')
171 vecs = debug_shotorg;
173 dv = v_right * vecs_y + v_up * vecs_z;
174 w_shotorg = ent.origin + ent.view_ofs + dv;
176 // now move the shotorg forward as much as requested if possible
179 if(ent.antilag_debug)
180 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
182 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
185 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
186 w_shotorg = trace_endpos - v_forward * nudge;
187 // calculate the shotdir from the chosen shotorg
188 w_shotdir = normalize(trueaimpoint - w_shotorg);
191 if (!ent.cvar_cl_noantilag)
193 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
195 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
196 if (!trace_ent.takedamage)
198 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
199 if (trace_ent.takedamage && trace_ent.classname == "player")
203 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
205 w_shotdir = normalize(trace_ent.origin - w_shotorg);
209 else if(cvar("g_antilag") == 3) // client side hitscan
211 // this part MUST use prydon cursor
212 if (ent.cursor_trace_ent) // client was aiming at someone
213 if (ent.cursor_trace_ent != ent) // just to make sure
214 if (ent.cursor_trace_ent.takedamage) // and that person is killable
215 if (ent.cursor_trace_ent.classname == "player") // and actually a player
217 // verify that the shot would miss without antilag
218 // (avoids an issue where guns would always shoot at their origin)
219 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
220 if (!trace_ent.takedamage)
222 // verify that the shot would hit if altered
223 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
224 if (trace_ent == ent.cursor_trace_ent)
225 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
227 print("antilag fail\n");
233 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
236 ent.punchangle_x = recoil * -1;
240 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
243 if (ent.items & IT_STRENGTH)
245 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
248 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
249 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
250 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
252 void LaserTarget_Think()
259 // list of weapons that will use the laser, and the options that enable it
260 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
263 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
268 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
271 // rocket launcher isn't selected, so no laser target.
272 if(self.lasertarget != world)
274 remove(self.lasertarget);
275 self.lasertarget = world;
280 if(!self.lasertarget)
282 // we don't have a lasertarget entity, so spawn one
283 //bprint("create laser target\n");
284 e = self.lasertarget = spawn();
285 e.owner = self.owner; // Its owner is my owner
286 e.classname = "laser_target";
287 e.movetype = MOVETYPE_NOCLIP; // don't touch things
288 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
289 e.scale = 1.25; // make it larger
290 e.alpha = 0.25; // transparency
291 e.colormod = '255 0 0' * (1/255) * 8; // change colors
292 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
293 // make it dynamically glow
294 // you should avoid over-using this, as it can slow down the player's computer.
295 e.glow_color = 251; // red color
299 e = self.lasertarget;
301 // move the laser dot to where the player is looking
303 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
304 offset = '0 0 26' + v_right*3;
305 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
306 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
307 if(trace_plane_normal != '0 0 0')
308 e.angles = vectoangles(trace_plane_normal);
310 e.angles = vectoangles(v_forward);
313 float CL_Weaponentity_CustomizeEntityForClient()
315 self.viewmodelforclient = self.owner;
316 if(other.classname == "spectator")
317 if(other.enemy == self.owner)
318 self.viewmodelforclient = other;
322 float qcweaponanimation;
323 vector weapon_offset = '0 -10 0';
324 vector weapon_adjust = '10 0 -15';
325 .vector weapon_morph0origin;
326 .vector weapon_morph0angles;
327 .float weapon_morph0time;
328 .vector weapon_morph1origin;
329 .vector weapon_morph1angles;
330 .float weapon_morph1time;
331 .vector weapon_morph2origin;
332 .vector weapon_morph2angles;
333 .float weapon_morph2time;
334 .vector weapon_morph3origin;
335 .vector weapon_morph3angles;
336 .float weapon_morph3time;
337 .vector weapon_morph4origin;
338 .vector weapon_morph4angles;
339 .float weapon_morph4time;
341 #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)
346 * 1. simple animated model, muzzle flash handling on h_ model:
347 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
349 * shot = muzzle end (shot origin, also used for muzzle flashes)
350 * shell = casings ejection point (must be on the right hand side of the gun)
351 * weapon = attachment for v_tuba.md3
352 * v_tuba.md3 - first and third person model
353 * g_tuba.md3 - pickup model
355 * 2. simple animated model, muzzle flash handling on v_ model:
356 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
358 * weapon = attachment for v_tuba.md3
359 * v_tuba.md3 - first and third person model
361 * shot = muzzle end (shot origin, also used for muzzle flashes)
362 * shell = casings ejection point (must be on the right hand side of the gun)
363 * g_tuba.md3 - pickup model
365 * 3. fully animated model, muzzle flash handling on h_ model:
366 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
368 * shot = muzzle end (shot origin, also used for muzzle flashes)
369 * shell = casings ejection point (must be on the right hand side of the gun)
370 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
371 * v_tuba.md3 - third person model
372 * g_tuba.md3 - pickup model
374 * 4. fully animated model, muzzle flash handling on v_ model:
375 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
377 * shot = muzzle end (shot origin)
378 * shell = casings ejection point (must be on the right hand side of the gun)
379 * v_tuba.md3 - third person model
381 * shot = muzzle end (for muzzle flashes)
382 * g_tuba.md3 - pickup model
385 void CL_Weaponentity_Think()
387 float tb, v_shot_idx;
388 self.nextthink = time;
389 if (intermission_running)
390 self.frame = self.anim_idle_x;
391 if (self.owner.weaponentity != self)
393 if (self.weaponentity)
394 remove(self.weaponentity);
398 if (self.owner.deadflag != DEAD_NO)
401 if (self.weaponentity)
402 self.weaponentity.model = "";
405 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
407 self.cnt = self.owner.weapon;
408 self.dmg = self.owner.modelindex;
409 self.deadflag = self.owner.deadflag;
413 if (self.owner.weaponname != "")
415 // if there is a child entity, hide it until we're sure we use it
416 if (self.weaponentity)
417 self.weaponentity.model = "";
418 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
419 v_shot_idx = gettagindex(self, "shot"); // used later
421 v_shot_idx = gettagindex(self, "tag_shot");
423 if(qcweaponanimation)
425 self.angles = '0 0 0';
426 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
427 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
428 self.movedir_x += 32;
429 self.spawnorigin = self.movedir;
430 // oldorigin - not calculated here
434 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
435 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
436 animfile = fopen(animfilename, FILE_READ);
437 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
438 self.anim_fire1 = '0 1 0.01';
439 self.anim_fire2 = '1 1 0.01';
440 self.anim_idle = '2 1 0.01';
441 self.anim_reload = '3 1 0.01';
444 animparseerror = FALSE;
445 self.anim_fire1 = animparseline(animfile);
446 self.anim_fire2 = animparseline(animfile);
447 self.anim_idle = animparseline(animfile);
448 self.anim_reload = animparseline(animfile);
451 print("Parse error in ", animfilename, ", some player animations are broken\n");
454 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
455 // if we don't, this is a "real" animated model
456 if(gettagindex(self, "weapon"))
458 if (!self.weaponentity)
459 self.weaponentity = spawn();
460 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
461 setattachment(self.weaponentity, self, "weapon");
463 else if(gettagindex(self, "tag_weapon"))
465 if (!self.weaponentity)
466 self.weaponentity = spawn();
467 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
468 setattachment(self.weaponentity, self, "tag_weapon");
472 if(self.weaponentity)
473 remove(self.weaponentity);
474 self.weaponentity = world;
477 setorigin(self,'0 0 0');
478 self.angles = '0 0 0';
480 self.viewmodelforclient = world;
484 if(v_shot_idx) // v_ model attached to invisible h_ model
486 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
490 idx = gettagindex(self, "shot");
492 idx = gettagindex(self, "tag_shot");
494 self.movedir = gettaginfo(self, idx);
497 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
498 self.movedir = '0 0 0';
502 if(self.weaponentity) // v_ model attached to invisible h_ model
504 idx = gettagindex(self.weaponentity, "shell");
506 idx = gettagindex(self.weaponentity, "tag_shell");
508 self.spawnorigin = gettaginfo(self.weaponentity, idx);
514 idx = gettagindex(self, "shell");
516 idx = gettagindex(self, "tag_shell");
518 self.spawnorigin = gettaginfo(self, idx);
521 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
522 self.spawnorigin = self.movedir;
528 self.oldorigin = '0 0 0'; // use regular attachment
532 if(self.weaponentity)
534 idx = gettagindex(self, "weapon");
536 idx = gettagindex(self, "tag_weapon");
540 idx = gettagindex(self, "handle");
542 idx = gettagindex(self, "tag_handle");
546 self.oldorigin = self.movedir - gettaginfo(self, idx);
550 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
551 self.oldorigin = '0 0 0'; // there is no way to recover from this
555 self.viewmodelforclient = self.owner;
561 if(self.weaponentity)
562 remove(self.weaponentity);
563 self.weaponentity = world;
564 self.movedir = '0 0 0';
565 self.spawnorigin = '0 0 0';
566 self.oldorigin = '0 0 0';
567 self.anim_fire1 = '0 1 0.01';
568 self.anim_fire2 = '0 1 0.01';
569 self.anim_idle = '0 1 0.01';
570 self.anim_reload = '0 1 0.01';
573 self.view_ofs = '0 0 0';
575 if(self.movedir_x >= 0)
579 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
580 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
582 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
583 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
585 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
587 // check if an instant weapon switch occurred
588 if (qcweaponanimation)
590 if (self.state == WS_READY)
592 self.angles = '0 0 0';
593 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
594 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
598 setorigin(self, self.view_ofs);
599 // reset animstate now
600 self.wframe = WFRAME_IDLE;
601 self.weapon_morph0time = 0;
602 self.weapon_morph1time = 0;
603 self.weapon_morph2time = 0;
604 self.weapon_morph3time = 0;
605 self.weapon_morph4time = 0;
606 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
609 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
610 self.effects = self.owner.effects & EFMASK_CHEAP;
611 self.effects &~= EF_LOWPRECISION;
612 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
613 self.effects &~= EF_TELEPORT_BIT;
614 self.effects &~= EF_RESTARTANIM_BIT;
617 if(self.owner.alpha == default_player_alpha)
618 self.alpha = default_weapon_alpha;
619 else if(self.owner.alpha != 0)
620 self.alpha = self.owner.alpha;
624 self.colormap = self.owner.colormap;
625 if (self.weaponentity)
627 self.weaponentity.effects = self.effects;
628 self.weaponentity.alpha = self.alpha;
629 self.weaponentity.colormap = self.colormap;
632 self.angles = '0 0 0';
635 if (self.state == WS_RAISE && !intermission_running)
637 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
638 self.angles_x = -90 * f * f;
639 if (qcweaponanimation)
641 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
642 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
645 else if (self.state == WS_DROP && !intermission_running)
647 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
648 self.angles_x = -90 * f * f;
649 if (qcweaponanimation)
651 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
652 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
655 else if (self.state == WS_CLEAR)
658 self.angles_x = -90 * f * f;
659 if (qcweaponanimation)
661 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
662 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
665 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
667 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
668 f = 1 - pow(1 - f, 3);
669 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
670 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
672 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
674 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
675 f = 1 - pow(1 - f, 3);
676 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
677 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
679 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
681 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
682 f = 1 - pow(1 - f, 3);
683 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
684 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
686 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
688 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
689 f = 1 - pow(1 - f, 3);
690 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
691 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
693 else if (qcweaponanimation)
695 // begin a new idle morph
696 self.owner.weapon_morph0time = time;
697 self.owner.weapon_morph0angles = self.angles;
698 self.owner.weapon_morph0origin = self.origin;
706 // turn gun to the left to look at it
708 self.owner.weapon_morph1time = time + t * 0.2;
709 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
710 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');
711 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
713 self.owner.weapon_morph2time = time + t * 0.6;
714 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
715 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');
716 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
718 self.owner.weapon_morph3time = time + t;
719 self.owner.weapon_morph3angles = '0 0 0';
720 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');
721 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
725 // raise the gun a bit
727 self.owner.weapon_morph1time = time + t * 0.2;
728 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
729 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');
730 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
732 self.owner.weapon_morph2time = time + t * 0.5;
733 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
734 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');
735 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
737 self.owner.weapon_morph3time = time + t;
738 self.owner.weapon_morph3angles = '0 0 0';
739 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');
740 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
746 self.owner.weapon_morph1time = time + t * 0.3;
747 self.owner.weapon_morph1angles = randomvec() * 6;
748 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');
749 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
751 self.owner.weapon_morph2time = time + t * 0.7;
752 self.owner.weapon_morph2angles = randomvec() * 6;
753 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');
754 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
756 self.owner.weapon_morph3time = time + t;
757 self.owner.weapon_morph3angles = '0 0 0';
758 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');
759 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
763 // hold it mostly steady
764 t = random() * 6 + 4;
765 self.owner.weapon_morph1time = time + t * 0.2;
766 self.owner.weapon_morph1angles = randomvec() * 1;
767 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');
768 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
770 self.owner.weapon_morph2time = time + t * 0.5;
771 self.owner.weapon_morph2angles = randomvec() * 1;
772 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');
773 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
775 self.owner.weapon_morph3time = time + t * 0.7;
776 self.owner.weapon_morph3angles = randomvec() * 1;
777 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');
778 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
781 self.owner.weapon_morph4time = time + t;
782 self.owner.weapon_morph4angles = '0 0 0';
783 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');
784 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
788 // create or update the lasertarget entity
792 void CL_ExteriorWeaponentity_Think()
796 self.nextthink = time;
797 if (self.owner.exteriorweaponentity != self)
802 if (self.owner.deadflag != DEAD_NO)
807 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
809 self.cnt = self.owner.weapon;
810 self.dmg = self.owner.modelindex;
811 self.deadflag = self.owner.deadflag;
812 if (self.owner.weaponname != "")
813 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
817 if((tag_found = gettagindex(self.owner, "tag_weapon")))
819 self.tag_index = tag_found;
820 self.tag_entity = self.owner;
823 setattachment(self, self.owner, "bip01 r hand");
825 // if that didn't find a tag, hide the exterior weapon model
829 self.effects = self.owner.effects;
830 if(sv_pitch_min == sv_pitch_max)
831 self.effects |= EF_LOWPRECISION;
833 self.effects &~= EF_LOWPRECISION;
834 self.effects = self.effects & EFMASK_CHEAP; // eat performance
835 if(self.owner.alpha == default_player_alpha)
836 self.alpha = default_weapon_alpha;
837 else if(self.owner.alpha != 0)
838 self.alpha = self.owner.alpha;
842 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
846 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
848 ang_y = self.owner.v_angle_y;
850 var vector v = v_forward;
851 var float t = self.tag_entity.frame1time;
852 var float f = self.tag_entity.frame;
853 self.tag_entity.frame1time = time;
854 self.tag_entity.frame = self.tag_entity.anim_idle_x;
855 gettaginfo(self.tag_entity, self.tag_index);
856 self.tag_entity.frame1time = t;
857 self.tag_entity.frame = f;
858 // untransform v according to this coordinate space
863 self.angles = vectoangles(w);
867 ang_x = -/* don't ask */ang_x;
871 self.colormap = self.owner.colormap;
874 // spawning weaponentity for client
875 void CL_SpawnWeaponentity()
877 self.weaponentity = spawn();
878 self.weaponentity.classname = "weaponentity";
879 self.weaponentity.solid = SOLID_NOT;
880 self.weaponentity.owner = self;
881 setmodel(self.weaponentity, ""); // precision set when changed
882 setorigin(self.weaponentity, '0 0 0');
883 self.weaponentity.angles = '0 0 0';
884 self.weaponentity.viewmodelforclient = self;
885 self.weaponentity.flags = 0;
886 self.weaponentity.think = CL_Weaponentity_Think;
887 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
888 self.weaponentity.nextthink = time;
890 self.exteriorweaponentity = spawn();
891 self.exteriorweaponentity.classname = "exteriorweaponentity";
892 self.exteriorweaponentity.solid = SOLID_NOT;
893 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
894 self.exteriorweaponentity.owner = self;
895 setorigin(self.exteriorweaponentity, '0 0 0');
896 self.exteriorweaponentity.angles = '0 0 0';
897 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
898 self.exteriorweaponentity.nextthink = time;
901 .float hasweapon_complain_spam;
903 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
905 local float weaponbit, f;
906 local entity oldself;
908 if(time < self.hasweapon_complain_spam)
911 self.hasweapon_complain_spam = time + 0.2;
913 if (wpn < WEP_FIRST || wpn > WEP_LAST)
916 sprint(self, "Invalid weapon\n");
919 weaponbit = W_WeaponBit(wpn);
920 if (cl.weapons & weaponbit)
924 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
932 f = weapon_action(wpn, WR_CHECKAMMO1);
933 f = f + weapon_action(wpn, WR_CHECKAMMO2);
939 if(clienttype(cl) == CLIENTTYPE_REAL)
941 play2(cl, "weapons/unavailable.wav");
942 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
952 // Report Proper Weapon Status / Modified Weapon Ownership Message
953 if(weaponsInMap & weaponbit)
955 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
957 if(cvar("g_showweaponspawns"))
962 e = get_weaponinfo(wpn);
965 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
967 if(e.classname == "droppedweapon")
969 if not(e.flags & FL_ITEM)
971 WaypointSprite_Spawn(
983 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
985 play2(cl, "weapons/unavailable.wav");
993 if (self.weapon != -1)
995 if (self.weaponentity)
997 self.weaponentity.state = WS_CLEAR;
998 self.weaponentity.effects = 0;
1004 if (self.weaponentity)
1005 self.weaponentity.state = WS_READY;
1006 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1009 // Setup weapon for client (after this raise frame will be launched)
1010 void weapon_setup(float windex)
1013 qcweaponanimation = cvar("sv_qcweaponanimation");
1014 e = get_weaponinfo(windex);
1015 self.items &~= IT_AMMO;
1016 self.items = self.items | e.items;
1018 // the two weapon entities will notice this has changed and update their models
1019 self.weapon = windex;
1020 self.weaponname = e.mdl;
1021 self.bulletcounter = 0;
1024 // perform weapon to attack (weaponstate and attack_finished check is here)
1025 .float race_penalty;
1026 float weapon_prepareattack(float secondary, float attacktime)
1028 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1029 //if all players readied up and the countdown is running
1030 if(time < game_starttime || time < self.race_penalty) {
1034 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1035 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1037 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1039 w = W_WeaponBit(self.weapon);
1041 ww = w_getbestweapon(self);
1044 W_SwitchWeapon_Force(self, ww);
1048 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1051 // do not even think about shooting if switching
1052 if(self.switchweapon != self.weapon)
1057 // don't fire if previous attack is not finished
1058 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1060 // don't fire while changing weapon
1061 if (self.weaponentity.state != WS_READY)
1064 self.weaponentity.state = WS_INUSE;
1066 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1068 // if the weapon hasn't been firing continuously, reset the timer
1071 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1073 ATTACK_FINISHED(self) = time;
1074 //dprint("resetting attack finished to ", ftos(time), "\n");
1076 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1078 self.bulletcounter += 1;
1079 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1083 void weapon_thinkf(float fr, float t, void() func)
1089 if(fr == WFRAME_DONTCHANGE)
1091 fr = self.weaponentity.wframe;
1092 restartanim = FALSE;
1094 else if (fr == WFRAME_IDLE)
1095 restartanim = FALSE;
1103 if (self.weaponentity)
1105 self.weaponentity.wframe = fr;
1106 if (qcweaponanimation)
1108 if (fr != WFRAME_IDLE)
1110 self.weapon_morph0time = time;
1111 self.weapon_morph0angles = self.weaponentity.angles;
1112 self.weapon_morph0origin = self.weaponentity.origin;
1114 self.weapon_morph1angles = '0 0 0';
1115 self.weapon_morph1time = time + t;
1116 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1117 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1119 self.weapon_morph2angles = '0 0 0';
1120 self.weapon_morph2time = time + t;
1121 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1122 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1124 self.weapon_morph3angles = '0 0 0';
1125 self.weapon_morph3time = time + t;
1126 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1127 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1129 self.weapon_morph4angles = '0 0 0';
1130 self.weapon_morph4time = time + t;
1131 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1132 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1134 if (fr == WFRAME_FIRE1)
1136 self.weapon_morph1angles = '5 0 0';
1137 self.weapon_morph1time = time + t * 0.1;
1138 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1139 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1140 self.weapon_morph4time = time + t + 1; // delay idle effect
1142 else if (fr == WFRAME_FIRE2)
1144 self.weapon_morph1angles = '10 0 0';
1145 self.weapon_morph1time = time + t * 0.1;
1146 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1147 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1148 self.weapon_morph4time = time + t + 1; // delay idle effect
1150 else if (fr == WFRAME_RELOAD)
1152 self.weapon_morph1time = time + t * 0.05;
1153 self.weapon_morph1angles = '-10 40 0';
1154 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1155 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1157 self.weapon_morph2time = time + t * 0.15;
1158 self.weapon_morph2angles = '-10 40 5';
1159 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1160 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1162 self.weapon_morph3time = time + t * 0.25;
1163 self.weapon_morph3angles = '-10 40 0';
1164 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1165 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1171 if (fr == WFRAME_IDLE)
1172 a = self.weaponentity.anim_idle;
1173 else if (fr == WFRAME_FIRE1)
1174 a = self.weaponentity.anim_fire1;
1175 else if (fr == WFRAME_FIRE2)
1176 a = self.weaponentity.anim_fire2;
1177 else if (fr == WFRAME_RELOAD)
1178 a = self.weaponentity.anim_reload;
1179 a_z *= g_weaponratefactor;
1180 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1188 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1190 backtrace("Tried to override initial weapon think function - should this really happen?");
1193 t *= W_WeaponRateFactor();
1195 // VorteX: haste can be added here
1196 if (self.weapon_think == w_ready)
1198 self.weapon_nextthink = time;
1199 //dprint("started firing at ", ftos(time), "\n");
1201 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1203 self.weapon_nextthink = time;
1204 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1206 self.weapon_nextthink = self.weapon_nextthink + t;
1207 self.weapon_think = func;
1208 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1212 if (!self.crouch) // shoot anim stands up, this looks bad
1215 anim = self.anim_shoot;
1216 anim_z = anim_y / (t + sys_frametime);
1217 setanim(self, anim, FALSE, TRUE, TRUE);
1221 void weapon_boblayer1(float spd, vector org)
1223 // VorteX: haste can be added here
1226 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1234 mvelocity = mvelocity * g_weaponspeedfactor;
1236 mdirection = normalize(mvelocity);
1237 mspeed = vlen(mvelocity);
1239 nstyle = cvar("g_projectiles_newton_style");
1242 // absolute velocity
1243 outvelocity = mvelocity;
1245 else if(nstyle == 1)
1247 // true Newtonian projectiles
1248 outvelocity = pvelocity + mvelocity;
1250 else if(nstyle == 2)
1252 // true Newtonian projectiles with automatic aim adjustment
1254 // solve: |outspeed * mdirection - pvelocity| = mspeed
1255 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1256 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1260 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1261 // velocity without mdirection component > mspeed
1262 // fire at smallest possible mspeed that works?
1263 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1266 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1268 outspeed = solution_y; // the larger one
1271 //outspeed = 0; // slowest possible shot
1272 outspeed = solution_x; // the real part (that is, the average!)
1273 //dprint("impossible shot, adjusting\n");
1276 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1277 outvelocity = mdirection * outspeed;
1279 else if(nstyle == 3)
1281 // pseudo-Newtonian:
1282 outspeed = mspeed + mdirection * pvelocity;
1283 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1284 outvelocity = mdirection * outspeed;
1286 else if(nstyle == 4)
1289 outspeed = mspeed + vlen(pvelocity);
1290 outvelocity = mdirection * outspeed;
1293 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1298 void W_AttachToShotorg(entity flash, vector offset)
1302 flash.angles_z = random() * 360;
1303 if(qcweaponanimation)
1305 setorigin(flash, w_shotorg + w_shotdir * 50);
1306 flash.angles = vectoangles(w_shotdir);
1307 flash.angles_z = random() * 360;
1311 setattachment(flash, self.weaponentity, "shot");
1312 setorigin(flash, offset);
1315 copyentity(flash, xflash);
1317 flash.viewmodelforclient = self;
1319 if(self.weaponentity.oldorigin_x > 0)
1321 setattachment(xflash, self.exteriorweaponentity, "");
1322 setorigin(xflash, self.weaponentity.oldorigin + offset);
1326 setattachment(xflash, self.exteriorweaponentity, "shot");
1331 vector cliptoplane(vector v, vector p)
1333 return v - (v * p) * p;
1336 vector solve_cubic_pq(float p, float q)
1339 D = q*q/4.0 + p*p*p/27.0;
1343 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1344 u = sqrt(-4.0/3.0 * p);
1345 // a in range 0..pi/3
1352 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1354 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1367 return '1 1 0' * v + '0 0 1' * u;
1369 return '0 1 1' * v + '1 0 0' * u;
1374 u = cbrt(-q/2.0 + sqrt(D));
1375 v = cbrt(-q/2.0 - sqrt(D));
1376 return '1 1 1' * (u + v);
1379 vector solve_cubic_abcd(float a, float b, float c, float d)
1385 p = (9*a*c - 3*b*b);
1386 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1387 v = solve_cubic_pq(p, q);
1388 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1390 v += '1 0 -1' * (v_z - v_x); // swap x, z
1394 vector findperpendicular(vector v)
1400 return normalize(cliptoplane(p, v));
1403 vector W_CalculateProjectileSpread(vector forward, float spread)
1409 spread *= g_weaponspreadfactor;
1412 sstyle = cvar("g_projectiles_spread_style");
1416 // this is the baseline for the spread value!
1417 // standard deviation: sqrt(2/5)
1418 // density function: sqrt(1-r^2)
1419 return forward + randomvec() * spread;
1421 else if(sstyle == 1)
1423 // same thing, basically
1424 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1426 else if(sstyle == 2)
1428 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1429 sigma = spread * 0.89442719099991587855; // match baseline stddev
1430 v1 = findperpendicular(forward);
1431 v2 = cross(forward, v1);
1432 // random point on unit circle
1433 dx = random() * 2 * M_PI;
1436 // radius in our dist function
1439 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1441 else if(sstyle == 3) // gauss 3d
1443 sigma = spread * 0.44721359549996; // match baseline stddev
1444 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1446 v1_x += gsl_ran_gaussian(sigma);
1447 v1_y += gsl_ran_gaussian(sigma);
1448 v1_z += gsl_ran_gaussian(sigma);
1451 else if(sstyle == 4) // gauss 2d
1453 sigma = spread * 0.44721359549996; // match baseline stddev
1454 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1455 v1_x = gsl_ran_gaussian(sigma);
1456 v1_y = gsl_ran_gaussian(sigma);
1457 v1_z = gsl_ran_gaussian(sigma);
1458 return normalize(forward + cliptoplane(v1, forward));
1460 else if(sstyle == 5) // 1-r
1462 sigma = spread * 1.154700538379252; // match baseline stddev
1463 v1 = findperpendicular(forward);
1464 v2 = cross(forward, v1);
1465 // random point on unit circle
1466 dx = random() * 2 * M_PI;
1469 // radius in our dist function
1471 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1472 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1474 else if(sstyle == 6) // 1-r^2
1476 sigma = spread * 1.095445115010332; // match baseline stddev
1477 v1 = findperpendicular(forward);
1478 v2 = cross(forward, v1);
1479 // random point on unit circle
1480 dx = random() * 2 * M_PI;
1483 // radius in our dist function
1487 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1489 else if(sstyle == 7) // (1-r) (2-r)
1491 sigma = spread * 1.224744871391589; // match baseline stddev
1492 v1 = findperpendicular(forward);
1493 v2 = cross(forward, v1);
1494 // random point on unit circle
1495 dx = random() * 2 * M_PI;
1498 // radius in our dist function
1502 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1505 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
1508 * how to derive falloff functions:
1509 * rho(r) := (2-r) * (1-r);
1512 * rhor(r) := r * rho(r);
1513 * cr(t) := integrate(rhor(r), r, a, t);
1514 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1515 * variance : scr(b) / cr(b);
1516 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1517 * sqrt(0.4 / variance), numer;
1523 float mspercallsstyle;
1524 float mspercallcount;
1526 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float spread)
1528 if(missile.owner == world)
1529 error("Unowned missile");
1531 dir = dir + upDir * (pUpSpeed / pSpeed);
1532 pSpeed *= vlen(dir);
1533 dir = normalize(dir);
1536 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1538 mspercallsum = mspercallcount = 0;
1539 mspercallsstyle = cvar("g_projectiles_spread_style");
1541 mspercallsum -= gettime(GETTIME_HIRES);
1543 dir = W_CalculateProjectileSpread(dir, spread);
1545 mspercallsum += gettime(GETTIME_HIRES);
1546 mspercallcount += 1;
1547 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1550 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1553 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1555 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, spread);
1558 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_spread"))
1559 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, cvar(#s "_spread"))