]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_weaponsystem.qc
for niceness to MD3 exporters, also support the weapon tag names with a tag_ prefix
[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 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
23                         else
24                                 t = t * cvar("g_balance_rune_speed_atkrate");
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * cvar("g_balance_curse_slow_atkrate");
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39 }
40
41 .float antilag_debug;
42
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;
49 .float wframe;
50
51 void(float fr, float t, void() func) weapon_thinkf;
52
53 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
54 {
55         vector ret;
56         ret_x = screenright * v;
57         ret_y = screenup * v;
58         ret_z = screenforward * v;
59         return ret;
60 }
61
62 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
63 {
64         float i, j, k;
65         vector mi, ma, thisv, myv, ret;
66
67         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
68
69         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
70
71         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
72         {
73                 thisv = targ.origin;
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);
78                 if(i || j || k)
79                 {
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;
83                 }
84                 else
85                 {
86                         // first run
87                         mi = ma = thisv;
88                 }
89         }
90
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;
95         return ret;
96 }
97
98 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
99 {
100         vector hitplot;
101         vector org;
102         float lag;
103
104         if(player.hitplotfh >= 0)
105         {
106                 lag = ANTILAG_LATENCY(player);
107                 if(lag < 0.001)
108                         lag = 0;
109                 if(clienttype(player) != CLIENTTYPE_REAL)
110                         lag = 0; // only antilag for clients
111
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)
115                 {
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"));
121                 }
122         }
123 }
124
125 vector w_shotorg;
126 vector w_shotdir;
127
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)
132 {
133         float nudge = 1; // added to traceline target and subtracted from result
134         local vector trueaimpoint;
135         local float oldsolid;
136         vector vecs, dv;
137         oldsolid = ent.dphitcontentsmask;
138         if(ent.weapon == WEP_CAMPINGRIFLE)
139                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
140         else
141                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142         if(antilag)
143                 traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
144                 // passing world, because we do NOT want it to touch dphitcontentsmask
145         else
146                 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
147         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148         trueaimpoint = trace_endpos;
149
150         // track max damage
151         if not(inWarmupStage) {
152                 entity w;
153                 w = get_weaponinfo(ent.weapon);
154                 if(w.weapon_type == 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]);
157                 }
158         }
159
160         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
161
162         if(ent.weaponentity.movedir_x > 0)
163         {
164                 vecs = ent.weaponentity.movedir;
165                 vecs_y = -vecs_y;
166         }
167         else
168                 vecs = '0 0 0';
169
170         if(debug_shotorg != '0 0 0')
171                 vecs = debug_shotorg;
172
173         dv = v_right * vecs_y + v_up * vecs_z;
174         w_shotorg = ent.origin + ent.view_ofs + dv;
175
176         // now move the shotorg forward as much as requested if possible
177         if(antilag)
178         {
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);
181                 else
182                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
183         }
184         else
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);
189
190         if (antilag)
191         if (!ent.cvar_cl_noantilag)
192         {
193                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
194                 {
195                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
196                         if (!trace_ent.takedamage)
197                         {
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")
200                                 {
201                                         entity e;
202                                         e = trace_ent;
203                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
204                                         if(trace_ent == e)
205                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
206                                 }
207                         }
208                 }
209                 else if(cvar("g_antilag") == 3) // client side hitscan
210                 {
211                         if (ent.cursor_trace_ent)                 // client was aiming at someone
212                         if (ent.cursor_trace_ent != ent)         // just to make sure
213                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
214                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
215                         {
216                                 // verify that the shot would miss without antilag
217                                 // (avoids an issue where guns would always shoot at their origin)
218                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
219                                 if (!trace_ent.takedamage)
220                                 {
221                                         // verify that the shot would hit if altered
222                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
223                                         if (trace_ent == ent.cursor_trace_ent)
224                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
225                                         else
226                                                 print("antilag fail\n");
227                                 }
228                         }
229                 }
230         }
231
232         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
233
234         if (!g_norecoil)
235                 ent.punchangle_x = recoil * -1;
236
237         if (snd != "")
238         {
239                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
240         }
241
242         if (ent.items & IT_STRENGTH)
243         if (!g_minstagib)
244                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
245 };
246
247 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
248 #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)
249 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
250
251 void LaserTarget_Think()
252 {
253         entity e;
254         vector offset;
255         float uselaser;
256         uselaser = 0;
257
258         // list of weapons that will use the laser, and the options that enable it
259         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
260                 uselaser = 1;
261         // example
262         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
263         //      uselaser = 1;
264
265
266
267         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
268         if(!uselaser)
269         {
270                 // rocket launcher isn't selected, so no laser target.
271                 if(self.lasertarget != world)
272                 {
273                         remove(self.lasertarget);
274                         self.lasertarget = world;
275                 }
276                 return;
277         }
278
279         if(!self.lasertarget)
280         {
281                 // we don't have a lasertarget entity, so spawn one
282                 //bprint("create laser target\n");
283                 e = self.lasertarget = spawn();
284                 e.owner = self.owner;                   // Its owner is my owner
285                 e.classname = "laser_target";
286                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
287                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
288                 e.scale = 1.25;                         // make it larger
289                 e.alpha = 0.25;                         // transparency
290                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
291                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
292                 // make it dynamically glow
293                 // you should avoid over-using this, as it can slow down the player's computer.
294                 e.glow_color = 251; // red color
295                 e.glow_size = 12;
296         }
297         else
298                 e = self.lasertarget;
299
300         // move the laser dot to where the player is looking
301
302         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
303         offset = '0 0 26' + v_right*3;
304         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
305         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
306         if(trace_plane_normal != '0 0 0')
307                 e.angles = vectoangles(trace_plane_normal);
308         else
309                 e.angles = vectoangles(v_forward);
310 }
311
312 float CL_Weaponentity_CustomizeEntityForClient()
313 {
314         self.viewmodelforclient = self.owner;
315         if(other.classname == "spectator")
316                 if(other.enemy == self.owner)
317                         self.viewmodelforclient = other;
318         return TRUE;
319 }
320
321 float qcweaponanimation;
322 vector weapon_offset = '0 -10 0';
323 vector weapon_adjust = '10 0 -15';
324 .vector weapon_morph0origin;
325 .vector weapon_morph0angles;
326 .float  weapon_morph0time;
327 .vector weapon_morph1origin;
328 .vector weapon_morph1angles;
329 .float  weapon_morph1time;
330 .vector weapon_morph2origin;
331 .vector weapon_morph2angles;
332 .float  weapon_morph2time;
333 .vector weapon_morph3origin;
334 .vector weapon_morph3angles;
335 .float  weapon_morph3time;
336 .vector weapon_morph4origin;
337 .vector weapon_morph4angles;
338 .float  weapon_morph4time;
339 .string weaponname;
340 #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)
341
342 /*
343  * supported formats:
344  *
345  * 1. simple animated model, muzzlr flash handling on h_ model:
346  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
347  *      tags:
348  *        shot = muzzle end (shot origin, also used for muzzle flashes)
349  *        shell = casings ejection point (must be on the right hand side of the gun)
350  *        weapon = attachment for v_tuba.md3
351  *    v_tuba.md3 - first and third person model
352  *    g_tuba.md3 - pickup model
353  *
354  * 2. fully animated model, muzzle flash handling on h_ model:
355  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
356  *      tags:
357  *        shot = muzzle end (shot origin, also used for muzzle flashes)
358  *        shell = casings ejection point (must be on the right hand side of the gun)
359  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
360  *    v_tuba.md3 - third person model
361  *    g_tuba.md3 - pickup model
362  *
363  * 3. fully animated model, muzzle flash handling on v_ model:
364  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
365  *      tags:
366  *        shot = muzzle end (shot origin)
367  *        shell = casings ejection point (must be on the right hand side of the gun)
368  *    v_tuba.md3 - third person model
369  *      tags:
370  *        shot = muzzle end (for muzzle flashes)
371  *    g_tuba.md3 - pickup model
372  */
373
374 void CL_Weaponentity_Think()
375 {
376         float tb, v_shot_idx;
377         self.nextthink = time;
378         if (intermission_running)
379                 self.frame = self.anim_idle_x;
380         if (self.owner.weaponentity != self)
381         {
382                 if (self.weaponentity)
383                         remove(self.weaponentity);
384                 remove(self);
385                 return;
386         }
387         if (self.owner.deadflag != DEAD_NO)
388         {
389                 self.model = "";
390                 if (self.weaponentity)
391                         self.weaponentity.model = "";
392                 return;
393         }
394         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
395         {
396                 self.cnt = self.owner.weapon;
397                 self.dmg = self.owner.modelindex;
398                 self.deadflag = self.owner.deadflag;
399
400                 string animfilename;
401                 float animfile;
402                 if (self.owner.weaponname != "")
403                 {
404                         // if there is a child entity, hide it until we're sure we use it
405                         if (self.weaponentity)
406                                 self.weaponentity.model = "";
407                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
408                         v_shot_idx = gettagindex(self, "shot"); // used later
409                         if(!v_shot_idx)
410                                 v_shot_idx = gettagindex(self, "tag_shot");
411
412                         if(qcweaponanimation)
413                         {
414                                 self.angles = '0 0 0';
415                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
416                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
417                                 self.movedir_x += 32;
418                                 self.spawnorigin = self.movedir;
419                                 // oldorigin - not calculated here
420                         }
421                         else
422                         {
423                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
424                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
425                                 animfile = fopen(animfilename, FILE_READ);
426                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
427                                 self.anim_fire1  = '0 1 0.01';
428                                 self.anim_fire2  = '1 1 0.01';
429                                 self.anim_idle   = '2 1 0.01';
430                                 self.anim_reload = '3 1 0.01';
431                                 if (animfile >= 0)
432                                 {
433                                         animparseerror = FALSE;
434                                         self.anim_fire1  = animparseline(animfile);
435                                         self.anim_fire2  = animparseline(animfile);
436                                         self.anim_idle   = animparseline(animfile);
437                                         self.anim_reload = animparseline(animfile);
438                                         fclose(animfile);
439                                         if (animparseerror)
440                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");
441                                 }
442
443                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
444                                 // if we don't, this is a "real" animated model
445                                 if(gettagindex(self, "weapon"))
446                                 {
447                                         if (!self.weaponentity)
448                                                 self.weaponentity = spawn();
449                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
450                                         setattachment(self.weaponentity, self, "weapon");
451                                 }
452                                 else if(gettagindex(self, "tag_weapon"))
453                                 {
454                                         if (!self.weaponentity)
455                                                 self.weaponentity = spawn();
456                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
457                                         setattachment(self.weaponentity, self, "tag_weapon");
458                                 }
459                                 else
460                                 {
461                                         if(self.weaponentity)
462                                                 remove(self.weaponentity);
463                                         self.weaponentity = world;
464                                 }
465
466                                 setorigin(self,'0 0 0');
467                                 self.angles = '0 0 0';
468                                 self.frame = 0;
469                                 self.viewmodelforclient = world;
470
471                                 float idx;
472                                 idx = gettagindex(self, "shot");
473                                 if(!idx)
474                                         idx = gettagindex(self, "tag_shot");
475                                 if(idx)
476                                 {
477                                         self.movedir = gettaginfo(self, idx);
478                                 }
479                                 else
480                                 {
481                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
482                                         self.movedir = '0 0 0';
483                                 }
484
485                                 idx = gettagindex(self, "shell");
486                                 if(!idx)
487                                         idx = gettagindex(self, "tag_shell");
488                                 if(idx)
489                                 {
490                                         self.spawnorigin = gettaginfo(self, idx);
491                                 }
492                                 else
493                                 {
494                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
495                                         self.spawnorigin = self.movedir;
496                                 }
497
498                                 if(v_shot_idx)
499                                 {
500                                         self.oldorigin = '0 0 0';
501                                 }
502                                 else
503                                 {
504                                         if(self.weaponentity)
505                                         {
506                                                 idx = gettagindex(self, "weapon");
507                                                 if(!idx)
508                                                         idx = gettagindex(self, "tag_weapon");
509                                         }
510                                         else
511                                         {
512                                                 idx = gettagindex(self, "handle");
513                                                 if(!idx)
514                                                         idx = gettagindex(self, "tag_handle");
515                                         }
516                                         if(idx)
517                                         {
518                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
519                                         }
520                                         else
521                                         {
522                                                 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");
523                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this
524                                         }
525                                 }
526
527                                 self.viewmodelforclient = self.owner;
528                         }
529                 }
530                 else
531                 {
532                         self.model = "";
533                         if(self.weaponentity)
534                                 remove(self.weaponentity);
535                         self.weaponentity = world;
536                         self.movedir = '0 0 0';
537                         self.spawnorigin = '0 0 0';
538                         self.oldorigin = '0 0 0';
539                         self.anim_fire1  = '0 1 0.01';
540                         self.anim_fire2  = '0 1 0.01';
541                         self.anim_idle   = '0 1 0.01';
542                         self.anim_reload = '0 1 0.01';
543                 }
544
545                 self.view_ofs = '0 0 0';
546
547                 if(self.movedir_x >= 0)
548                 {
549                         vector v0;
550                         v0 = self.movedir;
551                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);
552                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
553                 }
554                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
555                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
556
557                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
558
559                 // check if an instant weapon switch occurred
560                 if (qcweaponanimation)
561                 {
562                         if (self.state == WS_READY)
563                         {
564                                 self.angles = '0 0 0';
565                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
566                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
567                         }
568                 }
569                 else
570                         setorigin(self, self.view_ofs);
571                 // reset animstate now
572                 self.wframe = WFRAME_IDLE;
573                 self.weapon_morph0time = 0;
574                 self.weapon_morph1time = 0;
575                 self.weapon_morph2time = 0;
576                 self.weapon_morph3time = 0;
577                 self.weapon_morph4time = 0;
578                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
579         }
580
581         tb = (self.effects & EF_TELEPORT_BIT);
582         self.effects = self.owner.effects & EFMASK_CHEAP;
583         self.effects &~= EF_LOWPRECISION;
584         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
585         self.effects &~= EF_TELEPORT_BIT;
586         self.effects |= tb;
587
588         if(self.owner.alpha == default_player_alpha)
589                 self.alpha = default_weapon_alpha;
590         else if(self.owner.alpha != 0)
591                 self.alpha = self.owner.alpha;
592         else
593                 self.alpha = 1;
594
595         self.colormap = self.owner.colormap;
596         if (self.weaponentity)
597         {
598                 self.weaponentity.effects = self.effects;
599                 self.weaponentity.alpha = self.alpha;
600                 self.weaponentity.colormap = self.colormap;
601         }
602
603         self.angles = '0 0 0';
604         local float f;
605         f = 0;
606         if (self.state == WS_RAISE && !intermission_running)
607         {
608                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
609                 self.angles_x = -90 * f * f;
610                 if (qcweaponanimation)
611                 {
612                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
613                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
614                 }
615         }
616         else if (self.state == WS_DROP && !intermission_running)
617         {
618                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
619                 self.angles_x = -90 * f * f;
620                 if (qcweaponanimation)
621                 {
622                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
623                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
624                 }
625         }
626         else if (self.state == WS_CLEAR)
627         {
628                 f = 1;
629                 self.angles_x = -90 * f * f;
630                 if (qcweaponanimation)
631                 {
632                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
633                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
634                 }
635         }
636         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
637         {
638                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
639                 f = 1 - pow(1 - f, 3);
640                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
641                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
642         }
643         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
644         {
645                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
646                 f = 1 - pow(1 - f, 3);
647                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
648                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
649         }
650         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
651         {
652                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
653                 f = 1 - pow(1 - f, 3);
654                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
655                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
656         }
657         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
658         {
659                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
660                 f = 1 - pow(1 - f, 3);
661                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
662                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
663         }
664         else if (qcweaponanimation)
665         {
666                 // begin a new idle morph
667                 self.owner.weapon_morph0time   = time;
668                 self.owner.weapon_morph0angles = self.angles;
669                 self.owner.weapon_morph0origin = self.origin;
670
671                 float r;
672                 float t;
673
674                 r = random();
675                 if (r < 0.1)
676                 {
677                         // turn gun to the left to look at it
678                         t = 2;
679                         self.owner.weapon_morph1time   = time + t * 0.2;
680                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
681                         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');
682                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
683
684                         self.owner.weapon_morph2time   = time + t * 0.6;
685                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
686                         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');
687                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
688
689                         self.owner.weapon_morph3time   = time + t;
690                         self.owner.weapon_morph3angles = '0 0 0';
691                         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');
692                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
693                 }
694                 else if (r < 0.2)
695                 {
696                         // raise the gun a bit
697                         t = 2;
698                         self.owner.weapon_morph1time   = time + t * 0.2;
699                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
700                         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');
701                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
702
703                         self.owner.weapon_morph2time   = time + t * 0.5;
704                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
705                         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');
706                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
707
708                         self.owner.weapon_morph3time   = time + t;
709                         self.owner.weapon_morph3angles = '0 0 0';
710                         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');
711                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
712                 }
713                 else if (r < 0.3)
714                 {
715                         // tweak it a bit
716                         t = 5;
717                         self.owner.weapon_morph1time   = time + t * 0.3;
718                         self.owner.weapon_morph1angles = randomvec() * 6;
719                         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');
720                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
721
722                         self.owner.weapon_morph2time   = time + t * 0.7;
723                         self.owner.weapon_morph2angles = randomvec() * 6;
724                         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');
725                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
726
727                         self.owner.weapon_morph3time   = time + t;
728                         self.owner.weapon_morph3angles = '0 0 0';
729                         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');
730                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
731                 }
732                 else
733                 {
734                         // hold it mostly steady
735                         t = random() * 6 + 4;
736                         self.owner.weapon_morph1time   = time + t * 0.2;
737                         self.owner.weapon_morph1angles = randomvec() * 1;
738                         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');
739                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
740
741                         self.owner.weapon_morph2time   = time + t * 0.5;
742                         self.owner.weapon_morph2angles = randomvec() * 1;
743                         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');
744                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
745
746                         self.owner.weapon_morph3time   = time + t * 0.7;
747                         self.owner.weapon_morph3angles = randomvec() * 1;
748                         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');
749                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
750                 }
751
752                 self.owner.weapon_morph4time   = time + t;
753                 self.owner.weapon_morph4angles = '0 0 0';
754                 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');
755                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
756
757         }
758
759         // create or update the lasertarget entity
760         LaserTarget_Think();
761 };
762
763 void CL_ExteriorWeaponentity_Think()
764 {
765         float tag_found;
766         vector ang;
767         self.nextthink = time;
768         if (self.owner.exteriorweaponentity != self)
769         {
770                 remove(self);
771                 return;
772         }
773         if (self.owner.deadflag != DEAD_NO)
774         {
775                 self.model = "";
776                 return;
777         }
778         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
779         {
780                 self.cnt = self.owner.weapon;
781                 self.dmg = self.owner.modelindex;
782                 self.deadflag = self.owner.deadflag;
783                 if (self.owner.weaponname != "")
784                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
785                 else
786                         self.model = "";
787
788                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
789                 {
790                         self.tag_index = tag_found;
791                         self.tag_entity = self.owner;
792                 }
793                 else
794                         setattachment(self, self.owner, "bip01 r hand");
795
796                 // if that didn't find a tag, hide the exterior weapon model
797                 if (!self.tag_index)
798                         self.model = "";
799         }
800         self.effects = self.owner.effects | EF_LOWPRECISION;
801         self.effects = self.effects & EFMASK_CHEAP; // eat performance
802         if(self.owner.alpha == default_player_alpha)
803                 self.alpha = default_weapon_alpha;
804         else if(self.owner.alpha != 0)
805                 self.alpha = self.owner.alpha;
806         else
807                 self.alpha = 1;
808
809         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
810         ang_y = 0;
811         ang_z = 0;
812
813         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
814         {
815                 ang_y = self.owner.v_angle_y;
816                 makevectors(ang);
817                 var vector v = v_forward;
818                 var float t = self.frame1time;
819                 self.frame1time = time;
820                 gettaginfo(self.tag_entity, self.tag_index);
821                 self.frame1time = t;
822                 // untransform v according to this coordinate space
823                 vector w;
824                 w_x = v_forward * v;
825                 w_y = -v_right * v;
826                 w_z = v_up * v;
827                 self.angles = vectoangles(w);
828         }
829         else
830         {
831                 ang_x = -/* don't ask */ang_x;
832                 self.angles = ang;
833         }
834
835         self.colormap = self.owner.colormap;
836 };
837
838 // spawning weaponentity for client
839 void CL_SpawnWeaponentity()
840 {
841         self.weaponentity = spawn();
842         self.weaponentity.classname = "weaponentity";
843         self.weaponentity.solid = SOLID_NOT;
844         self.weaponentity.owner = self;
845         setmodel(self.weaponentity, ""); // precision set when changed
846         setorigin(self.weaponentity, '0 0 0');
847         self.weaponentity.angles = '0 0 0';
848         self.weaponentity.viewmodelforclient = self;
849         self.weaponentity.flags = 0;
850         self.weaponentity.think = CL_Weaponentity_Think;
851         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
852         self.weaponentity.nextthink = time;
853
854         self.exteriorweaponentity = spawn();
855         self.exteriorweaponentity.classname = "exteriorweaponentity";
856         self.exteriorweaponentity.solid = SOLID_NOT;
857         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
858         self.exteriorweaponentity.owner = self;
859         setorigin(self.exteriorweaponentity, '0 0 0');
860         self.exteriorweaponentity.angles = '0 0 0';
861         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
862         self.exteriorweaponentity.nextthink = time;
863 };
864
865 .float hasweapon_complain_spam;
866
867 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
868 {
869         local float weaponbit, f;
870         local entity oldself;
871
872         if(time < self.hasweapon_complain_spam)
873                 complain = 0;
874         if(complain)
875                 self.hasweapon_complain_spam = time + 0.2;
876
877         if (wpn < WEP_FIRST || wpn > WEP_LAST)
878         {
879                 if (complain)
880                         sprint(self, "Invalid weapon\n");
881                 return FALSE;
882         }
883         weaponbit = W_WeaponBit(wpn);
884         if (cl.weapons & weaponbit)
885         {
886                 if (andammo)
887                 {
888                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
889                         {
890                                 f = 1;
891                         }
892                         else
893                         {
894                                 oldself = self;
895                                 self = cl;
896                                 f = weapon_action(wpn, WR_CHECKAMMO1);
897                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
898                                 self = oldself;
899                         }
900                         if (!f)
901                         {
902                                 if (complain)
903                                 if(clienttype(cl) == CLIENTTYPE_REAL)
904                                 {
905                                         play2(cl, "weapons/unavailable.wav");
906                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
907                                 }
908                                 return FALSE;
909                         }
910                 }
911                 return TRUE;
912         }
913         if (complain)
914         {
915                 // DRESK - 3/16/07
916                 // Report Proper Weapon Status / Modified Weapon Ownership Message
917                 if(weaponsInMap & weaponbit)
918                 {
919                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
920
921                         if(cvar("g_showweaponspawns"))
922                         {
923                                 entity e;
924                                 string s;
925
926                                 e = get_weaponinfo(wpn);
927                                 s = e.model2;
928
929                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
930                                 {
931                                         if(e.classname == "droppedweapon")
932                                                 continue;
933                                         if not(e.flags & FL_ITEM)
934                                                 continue;
935                                         WaypointSprite_Spawn(
936                                                 s,
937                                                 1, 0,
938                                                 world, e.origin,
939                                                 self, 0,
940                                                 world, enemy,
941                                                 0
942                                         );
943                                 }
944                         }
945                 }
946                 else
947                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
948
949                 play2(cl, "weapons/unavailable.wav");
950         }
951         return FALSE;
952 };
953
954 // Weapon subs
955 void w_clear()
956 {
957         if (self.weapon != -1)
958                 self.weapon = 0;
959         if (self.weaponentity)
960         {
961                 self.weaponentity.state = WS_CLEAR;
962                 self.weaponentity.effects = 0;
963         }
964 };
965
966 void w_ready()
967 {
968         if (self.weaponentity)
969                 self.weaponentity.state = WS_READY;
970         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
971 };
972
973 // Setup weapon for client (after this raise frame will be launched)
974 void weapon_setup(float windex)
975 {
976         entity e;
977         qcweaponanimation = cvar("sv_qcweaponanimation");
978         e = get_weaponinfo(windex);
979         self.items &~= IT_AMMO;
980         self.items = self.items | e.items;
981
982         // the two weapon entities will notice this has changed and update their models
983         self.weapon = windex;
984         self.weaponname = e.mdl;
985         self.bulletcounter = 0;
986 };
987
988 // perform weapon to attack (weaponstate and attack_finished check is here)
989 .float race_penalty;
990 float weapon_prepareattack(float secondary, float attacktime)
991 {
992         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
993         //if all players readied up and the countdown is running
994         if(time < game_starttime || time < self.race_penalty) {
995                 return FALSE;
996         }
997
998         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
999         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1000         {
1001                 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1002                 float w, ww;
1003                 w = W_WeaponBit(self.weapon);
1004                 self.weapons &~= w;
1005                 ww = w_getbestweapon(self);
1006                 self.weapons |= w;
1007                 if(ww)
1008                         W_SwitchWeapon_Force(self, ww);
1009                 return FALSE;
1010         }
1011
1012         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1013                 return FALSE;
1014
1015         // do not even think about shooting if switching
1016         if(self.switchweapon != self.weapon)
1017                 return FALSE;
1018
1019         if(attacktime >= 0)
1020         {
1021                 // don't fire if previous attack is not finished
1022                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1023                         return FALSE;
1024                 // don't fire while changing weapon
1025                 if (self.weaponentity.state != WS_READY)
1026                         return FALSE;
1027         }
1028         self.weaponentity.state = WS_INUSE;
1029
1030         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1031
1032         // if the weapon hasn't been firing continuously, reset the timer
1033         if(attacktime >= 0)
1034         {
1035                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1036                 {
1037                         ATTACK_FINISHED(self) = time;
1038                         //dprint("resetting attack finished to ", ftos(time), "\n");
1039                 }
1040                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1041         }
1042         self.bulletcounter += 1;
1043         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1044         return TRUE;
1045 };
1046
1047 void weapon_thinkf(float fr, float t, void() func)
1048 {
1049         vector a;
1050         vector of, or, ou;
1051         float restartanim;
1052
1053         if(fr == WFRAME_DONTCHANGE)
1054         {
1055                 fr = self.weaponentity.wframe;
1056                 restartanim = FALSE;
1057         }
1058         else if (fr == WFRAME_IDLE)
1059                 restartanim = FALSE;
1060         else
1061                 restartanim = TRUE;
1062
1063         of = v_forward;
1064         or = v_right;
1065         ou = v_up;
1066
1067         if (self.weaponentity)
1068         {
1069                 self.weaponentity.wframe = fr;
1070                 if (qcweaponanimation)
1071                 {
1072                         if (fr != WFRAME_IDLE)
1073                         {
1074                                 self.weapon_morph0time = time;
1075                                 self.weapon_morph0angles = self.weaponentity.angles;
1076                                 self.weapon_morph0origin = self.weaponentity.origin;
1077
1078                                 self.weapon_morph1angles = '0 0 0';
1079                                 self.weapon_morph1time = time + t;
1080                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1081                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1082
1083                                 self.weapon_morph2angles = '0 0 0';
1084                                 self.weapon_morph2time = time + t;
1085                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1086                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1087
1088                                 self.weapon_morph3angles = '0 0 0';
1089                                 self.weapon_morph3time = time + t;
1090                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1091                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1092
1093                                 self.weapon_morph4angles = '0 0 0';
1094                                 self.weapon_morph4time = time + t;
1095                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1096                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1097
1098                                 if (fr == WFRAME_FIRE1)
1099                                 {
1100                                         self.weapon_morph1angles = '5 0 0';
1101                                         self.weapon_morph1time = time + t * 0.1;
1102                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1103                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1104                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1105                                 }
1106                                 else if (fr == WFRAME_FIRE2)
1107                                 {
1108                                         self.weapon_morph1angles = '10 0 0';
1109                                         self.weapon_morph1time = time + t * 0.1;
1110                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1111                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1112                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1113                                 }
1114                                 else if (fr == WFRAME_RELOAD)
1115                                 {
1116                                         self.weapon_morph1time = time + t * 0.05;
1117                                         self.weapon_morph1angles = '-10 40 0';
1118                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1119                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1120
1121                                         self.weapon_morph2time = time + t * 0.15;
1122                                         self.weapon_morph2angles = '-10 40 5';
1123                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1124                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1125
1126                                         self.weapon_morph3time = time + t * 0.25;
1127                                         self.weapon_morph3angles = '-10 40 0';
1128                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1129                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1130                                 }
1131                         }
1132                 }
1133                 else
1134                 {
1135                         if (fr == WFRAME_IDLE)
1136                                 a = self.weaponentity.anim_idle;
1137                         else if (fr == WFRAME_FIRE1)
1138                                 a = self.weaponentity.anim_fire1;
1139                         else if (fr == WFRAME_FIRE2)
1140                                 a = self.weaponentity.anim_fire2;
1141                         else if (fr == WFRAME_RELOAD)
1142                                 a = self.weaponentity.anim_reload;
1143                         a_z *= g_weaponratefactor;
1144                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1145                 }
1146         }
1147
1148         v_forward = of;
1149         v_right = or;
1150         v_up = ou;
1151
1152         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1153         {
1154                 backtrace("Tried to override initial weapon think function - should this really happen?");
1155         }
1156
1157         t *= W_WeaponRateFactor();
1158
1159         // VorteX: haste can be added here
1160         if (self.weapon_think == w_ready)
1161         {
1162                 self.weapon_nextthink = time;
1163                 //dprint("started firing at ", ftos(time), "\n");
1164         }
1165         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1166         {
1167                 self.weapon_nextthink = time;
1168                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1169         }
1170         self.weapon_nextthink = self.weapon_nextthink + t;
1171         self.weapon_think = func;
1172         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1173
1174         if (restartanim)
1175         if (t)
1176         if (!self.crouch) // shoot anim stands up, this looks bad
1177         {
1178                 local vector anim;
1179                 anim = self.anim_shoot;
1180                 anim_z = anim_y / t;
1181                 setanim(self, anim, FALSE, TRUE, TRUE);
1182         }
1183 };
1184
1185 void weapon_boblayer1(float spd, vector org)
1186 {
1187         // VorteX: haste can be added here
1188 };
1189
1190 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1191 {
1192         vector mdirection;
1193         float mspeed;
1194         float outspeed;
1195         float nstyle;
1196         vector outvelocity;
1197
1198         mvelocity = mvelocity * g_weaponspeedfactor;
1199
1200         mdirection = normalize(mvelocity);
1201         mspeed = vlen(mvelocity);
1202
1203         nstyle = cvar("g_projectiles_newton_style");
1204         if(nstyle == 0)
1205         {
1206                 // absolute velocity
1207                 outvelocity = mvelocity;
1208         }
1209         else if(nstyle == 1)
1210         {
1211                 // true Newtonian projectiles
1212                 outvelocity = pvelocity + mvelocity;
1213         }
1214         else if(nstyle == 2)
1215         {
1216                 // true Newtonian projectiles with automatic aim adjustment
1217                 //
1218                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1219                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1220                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1221                 // PLUS SIGN!
1222                 // not defined?
1223                 // then...
1224                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1225                 // velocity without mdirection component > mspeed
1226                 // fire at smallest possible mspeed that works?
1227                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1228
1229                 vector solution;
1230                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1231                 if(solution_z)
1232                         outspeed = solution_y; // the larger one
1233                 else
1234                 {
1235                         //outspeed = 0; // slowest possible shot
1236                         outspeed = solution_x; // the real part (that is, the average!)
1237                         //dprint("impossible shot, adjusting\n");
1238                 }
1239
1240                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1241                 outvelocity = mdirection * outspeed;
1242         }
1243         else if(nstyle == 3)
1244         {
1245                 // pseudo-Newtonian:
1246                 outspeed = mspeed + mdirection * pvelocity;
1247                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1248                 outvelocity = mdirection * outspeed;
1249         }
1250         else if(nstyle == 4)
1251         {
1252                 // tZorkian:
1253                 outspeed = mspeed + vlen(pvelocity);
1254                 outvelocity = mdirection * outspeed;
1255         }
1256         else
1257                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1258
1259         return outvelocity;
1260 }
1261
1262 void W_AttachToShotorg(entity flash, vector offset)
1263 {
1264         entity xflash;
1265         flash.owner = self;
1266         flash.angles_z = random() * 360;
1267         if(qcweaponanimation)
1268         {
1269                 setorigin(flash, w_shotorg + w_shotdir * 50);
1270                 flash.angles = vectoangles(w_shotdir);
1271                 flash.angles_z = random() * 360;
1272         }
1273         else
1274         {
1275                 setattachment(flash, self.weaponentity, "shot");
1276                 setorigin(flash, offset);
1277
1278                 xflash = spawn();
1279                 copyentity(flash, xflash);
1280
1281                 flash.viewmodelforclient = self;
1282
1283                 if(self.weaponentity.oldorigin_x > 0)
1284                 {
1285                         setattachment(xflash, self.exteriorweaponentity, "");
1286                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1287                 }
1288                 else
1289                 {
1290                         setattachment(xflash, self.exteriorweaponentity, "shot");
1291                 }
1292         }
1293 }
1294
1295 vector cliptoplane(vector v, vector p)
1296 {
1297         return v - (v * p) * p;
1298 }
1299
1300 vector solve_cubic_pq(float p, float q)
1301 {
1302         float D, u, v, a;
1303         D = q*q/4.0 + p*p*p/27.0;
1304         if(D < 0)
1305         {
1306                 // irreducibilis
1307                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1308                 u = sqrt(-4.0/3.0 * p);
1309                 // a in range 0..pi/3
1310                 // cos(a)
1311                 // cos(a + 2pi/3)
1312                 // cos(a + 4pi/3)
1313                 return
1314                         u *
1315                         (
1316                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1317                                 +
1318                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1319                                 +
1320                                 '0 0 1' * cos(a)
1321                         );
1322         }
1323         else if(D == 0)
1324         {
1325                 // simple
1326                 if(p == 0)
1327                         return '0 0 0';
1328                 u = 3*q/p;
1329                 v = -u/2;
1330                 if(u >= v)
1331                         return '1 1 0' * v + '0 0 1' * u;
1332                 else
1333                         return '0 1 1' * v + '1 0 0' * u;
1334         }
1335         else
1336         {
1337                 // cardano
1338                 u = cbrt(-q/2.0 + sqrt(D));
1339                 v = cbrt(-q/2.0 - sqrt(D));
1340                 return '1 1 1' * (u + v);
1341         }
1342 }
1343 vector solve_cubic_abcd(float a, float b, float c, float d)
1344 {
1345         // y = 3*a*x + b
1346         // x = (y - b) / 3a
1347         float p, q;
1348         vector v;
1349         p = (9*a*c - 3*b*b);
1350         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1351         v = solve_cubic_pq(p, q);
1352         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1353         if(a < 0)
1354                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1355         return v;
1356 }
1357
1358 vector findperpendicular(vector v)
1359 {
1360         vector p;
1361         p_x = v_z;
1362         p_y = -v_x;
1363         p_z = v_y;
1364         return normalize(cliptoplane(p, v));
1365 }
1366
1367 vector W_CalculateProjectileSpread(vector forward, float spread)
1368 {
1369         float sigma;
1370         vector v1, v2;
1371         float dx, dy, r;
1372         float sstyle;
1373         if(spread <= 0)
1374                 return forward;
1375         sstyle = cvar("g_projectiles_spread_style");
1376         
1377         if(sstyle == 0)
1378         {
1379                 // this is the baseline for the spread value!
1380                 // standard deviation: sqrt(2/5)
1381                 // density function: sqrt(1-r^2)
1382                 return forward + randomvec() * spread;
1383         }
1384         else if(sstyle == 1)
1385         {
1386                 // same thing, basically
1387                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1388         }
1389         else if(sstyle == 2)
1390         {
1391                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1392                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1393                 v1 = findperpendicular(forward);
1394                 v2 = cross(forward, v1);
1395                 // random point on unit circle
1396                 dx = random() * 2 * M_PI;
1397                 dy = sin(dx);
1398                 dx = cos(dx);
1399                 // radius in our dist function
1400                 r = random();
1401                 r = sqrt(r);
1402                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1403         }
1404         else if(sstyle == 3) // gauss 3d
1405         {
1406                 sigma = spread * 0.44721359549996; // match baseline stddev
1407                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1408                 v1 = forward;
1409                 v1_x += gsl_ran_gaussian(sigma);
1410                 v1_y += gsl_ran_gaussian(sigma);
1411                 v1_z += gsl_ran_gaussian(sigma);
1412                 return v1;
1413         }
1414         else if(sstyle == 4) // gauss 2d
1415         {
1416                 sigma = spread * 0.44721359549996; // match baseline stddev
1417                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1418                 v1_x = gsl_ran_gaussian(sigma);
1419                 v1_y = gsl_ran_gaussian(sigma);
1420                 v1_z = gsl_ran_gaussian(sigma);
1421                 return normalize(forward + cliptoplane(v1, forward));
1422         }
1423         else if(sstyle == 5) // 1-r
1424         {
1425                 sigma = spread * 1.154700538379252; // match baseline stddev
1426                 v1 = findperpendicular(forward);
1427                 v2 = cross(forward, v1);
1428                 // random point on unit circle
1429                 dx = random() * 2 * M_PI;
1430                 dy = sin(dx);
1431                 dx = cos(dx);
1432                 // radius in our dist function
1433                 r = random();
1434                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1435                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1436         }
1437         else if(sstyle == 6) // 1-r^2
1438         {
1439                 sigma = spread * 1.095445115010332; // match baseline stddev
1440                 v1 = findperpendicular(forward);
1441                 v2 = cross(forward, v1);
1442                 // random point on unit circle
1443                 dx = random() * 2 * M_PI;
1444                 dy = sin(dx);
1445                 dx = cos(dx);
1446                 // radius in our dist function
1447                 r = random();
1448                 r = sqrt(1 - r);
1449                 r = sqrt(1 - r);
1450                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1451         }
1452         else if(sstyle == 7) // (1-r) (2-r)
1453         {
1454                 sigma = spread * 1.224744871391589; // match baseline stddev
1455                 v1 = findperpendicular(forward);
1456                 v2 = cross(forward, v1);
1457                 // random point on unit circle
1458                 dx = random() * 2 * M_PI;
1459                 dy = sin(dx);
1460                 dx = cos(dx);
1461                 // radius in our dist function
1462                 r = random();
1463                 r = 1 - sqrt(r);
1464                 r = 1 - sqrt(r);
1465                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1466         }
1467         else
1468                 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)!");
1469         return '0 0 0';
1470         /*
1471          * how to derive falloff functions:
1472          * rho(r) := (2-r) * (1-r);
1473          * a : 0;
1474          * b : 1;
1475          * rhor(r) := r * rho(r);
1476          * cr(t) := integrate(rhor(r), r, a, t);
1477          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1478          * variance : scr(b) / cr(b);
1479          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1480          * sqrt(0.4 / variance), numer;
1481          */
1482 }
1483
1484 #if 0
1485 float mspercallsum;
1486 float mspercallsstyle;
1487 float mspercallcount;
1488 #endif
1489 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float spread)
1490 {
1491         if(missile.owner == world)
1492                 error("Unowned missile");
1493
1494         dir = dir + upDir * (pUpSpeed / pSpeed);
1495         pSpeed *= vlen(dir);
1496         dir = normalize(dir);
1497
1498 #if 0
1499         if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1500         {
1501                 mspercallsum = mspercallcount = 0;
1502                 mspercallsstyle = cvar("g_projectiles_spread_style");
1503         }
1504         mspercallsum -= gettime(GETTIME_HIRES);
1505 #endif
1506         dir = W_CalculateProjectileSpread(dir, spread);
1507 #if 0
1508         mspercallsum += gettime(GETTIME_HIRES);
1509         mspercallcount += 1;
1510         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1511 #endif
1512
1513         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1514 }
1515
1516 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1517 {
1518         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, spread);
1519 }
1520
1521 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_spread"))
1522 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, cvar(#s "_spread"))