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 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 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;
151 if not(inWarmupStage) {
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]);
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 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
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)
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);
226 print("antilag fail\n");
232 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
235 ent.punchangle_x = recoil * -1;
239 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
242 if (ent.items & IT_STRENGTH)
244 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
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)
251 void LaserTarget_Think()
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)
262 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
267 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
270 // rocket launcher isn't selected, so no laser target.
271 if(self.lasertarget != world)
273 remove(self.lasertarget);
274 self.lasertarget = world;
279 if(!self.lasertarget)
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
298 e = self.lasertarget;
300 // move the laser dot to where the player is looking
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);
309 e.angles = vectoangles(v_forward);
312 float CL_Weaponentity_CustomizeEntityForClient()
314 self.viewmodelforclient = self.owner;
315 if(other.classname == "spectator")
316 if(other.enemy == self.owner)
317 self.viewmodelforclient = other;
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;
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)
345 * 1. simple animated model, muzzlr flash handling on h_ model:
346 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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
354 * 2. fully animated model, muzzle flash handling on h_ model:
355 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
363 * 3. fully animated model, muzzle flash handling on v_ model:
364 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
370 * shot = muzzle end (for muzzle flashes)
371 * g_tuba.md3 - pickup model
374 void CL_Weaponentity_Think()
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)
382 if (self.weaponentity)
383 remove(self.weaponentity);
387 if (self.owner.deadflag != DEAD_NO)
390 if (self.weaponentity)
391 self.weaponentity.model = "";
394 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
396 self.cnt = self.owner.weapon;
397 self.dmg = self.owner.modelindex;
398 self.deadflag = self.owner.deadflag;
402 if (self.owner.weaponname != "")
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
410 v_shot_idx = gettagindex(self, "tag_shot");
412 if(qcweaponanimation)
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
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';
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);
440 print("Parse error in ", animfilename, ", some player animations are broken\n");
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"))
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");
452 else if(gettagindex(self, "tag_weapon"))
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");
461 if(self.weaponentity)
462 remove(self.weaponentity);
463 self.weaponentity = world;
466 setorigin(self,'0 0 0');
467 self.angles = '0 0 0';
469 self.viewmodelforclient = world;
472 idx = gettagindex(self, "shot");
474 idx = gettagindex(self, "tag_shot");
477 self.movedir = gettaginfo(self, idx);
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';
485 idx = gettagindex(self, "shell");
487 idx = gettagindex(self, "tag_shell");
490 self.spawnorigin = gettaginfo(self, idx);
494 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
495 self.spawnorigin = self.movedir;
500 self.oldorigin = '0 0 0';
504 if(self.weaponentity)
506 idx = gettagindex(self, "weapon");
508 idx = gettagindex(self, "tag_weapon");
512 idx = gettagindex(self, "handle");
514 idx = gettagindex(self, "tag_handle");
518 self.oldorigin = self.movedir - gettaginfo(self, idx);
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
527 self.viewmodelforclient = self.owner;
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';
545 self.view_ofs = '0 0 0';
547 if(self.movedir_x >= 0)
551 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
552 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
554 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
555 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
557 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
559 // check if an instant weapon switch occurred
560 if (qcweaponanimation)
562 if (self.state == WS_READY)
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));
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);
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;
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;
595 self.colormap = self.owner.colormap;
596 if (self.weaponentity)
598 self.weaponentity.effects = self.effects;
599 self.weaponentity.alpha = self.alpha;
600 self.weaponentity.colormap = self.colormap;
603 self.angles = '0 0 0';
606 if (self.state == WS_RAISE && !intermission_running)
608 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
609 self.angles_x = -90 * f * f;
610 if (qcweaponanimation)
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));
616 else if (self.state == WS_DROP && !intermission_running)
618 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
619 self.angles_x = -90 * f * f;
620 if (qcweaponanimation)
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));
626 else if (self.state == WS_CLEAR)
629 self.angles_x = -90 * f * f;
630 if (qcweaponanimation)
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));
636 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
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);
643 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
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);
650 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
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);
657 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
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);
664 else if (qcweaponanimation)
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;
677 // turn gun to the left to look at it
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);
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);
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);
696 // raise the gun a bit
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
759 // create or update the lasertarget entity
763 void CL_ExteriorWeaponentity_Think()
767 self.nextthink = time;
768 if (self.owner.exteriorweaponentity != self)
773 if (self.owner.deadflag != DEAD_NO)
778 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
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
788 if((tag_found = gettagindex(self.owner, "tag_weapon")))
790 self.tag_index = tag_found;
791 self.tag_entity = self.owner;
794 setattachment(self, self.owner, "bip01 r hand");
796 // if that didn't find a tag, hide the exterior weapon model
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;
809 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
813 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
815 ang_y = self.owner.v_angle_y;
817 var vector v = v_forward;
818 var float t = self.frame1time;
819 self.frame1time = time;
820 gettaginfo(self.tag_entity, self.tag_index);
822 // untransform v according to this coordinate space
827 self.angles = vectoangles(w);
831 ang_x = -/* don't ask */ang_x;
835 self.colormap = self.owner.colormap;
838 // spawning weaponentity for client
839 void CL_SpawnWeaponentity()
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;
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;
865 .float hasweapon_complain_spam;
867 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
869 local float weaponbit, f;
870 local entity oldself;
872 if(time < self.hasweapon_complain_spam)
875 self.hasweapon_complain_spam = time + 0.2;
877 if (wpn < WEP_FIRST || wpn > WEP_LAST)
880 sprint(self, "Invalid weapon\n");
883 weaponbit = W_WeaponBit(wpn);
884 if (cl.weapons & weaponbit)
888 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
896 f = weapon_action(wpn, WR_CHECKAMMO1);
897 f = f + weapon_action(wpn, WR_CHECKAMMO2);
903 if(clienttype(cl) == CLIENTTYPE_REAL)
905 play2(cl, "weapons/unavailable.wav");
906 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
916 // Report Proper Weapon Status / Modified Weapon Ownership Message
917 if(weaponsInMap & weaponbit)
919 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
921 if(cvar("g_showweaponspawns"))
926 e = get_weaponinfo(wpn);
929 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
931 if(e.classname == "droppedweapon")
933 if not(e.flags & FL_ITEM)
935 WaypointSprite_Spawn(
947 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
949 play2(cl, "weapons/unavailable.wav");
957 if (self.weapon != -1)
959 if (self.weaponentity)
961 self.weaponentity.state = WS_CLEAR;
962 self.weaponentity.effects = 0;
968 if (self.weaponentity)
969 self.weaponentity.state = WS_READY;
970 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
973 // Setup weapon for client (after this raise frame will be launched)
974 void weapon_setup(float windex)
977 qcweaponanimation = cvar("sv_qcweaponanimation");
978 e = get_weaponinfo(windex);
979 self.items &~= IT_AMMO;
980 self.items = self.items | e.items;
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;
988 // perform weapon to attack (weaponstate and attack_finished check is here)
990 float weapon_prepareattack(float secondary, float attacktime)
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) {
998 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
999 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1001 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1003 w = W_WeaponBit(self.weapon);
1005 ww = w_getbestweapon(self);
1008 W_SwitchWeapon_Force(self, ww);
1012 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1015 // do not even think about shooting if switching
1016 if(self.switchweapon != self.weapon)
1021 // don't fire if previous attack is not finished
1022 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1024 // don't fire while changing weapon
1025 if (self.weaponentity.state != WS_READY)
1028 self.weaponentity.state = WS_INUSE;
1030 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1032 // if the weapon hasn't been firing continuously, reset the timer
1035 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1037 ATTACK_FINISHED(self) = time;
1038 //dprint("resetting attack finished to ", ftos(time), "\n");
1040 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1042 self.bulletcounter += 1;
1043 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1047 void weapon_thinkf(float fr, float t, void() func)
1053 if(fr == WFRAME_DONTCHANGE)
1055 fr = self.weaponentity.wframe;
1056 restartanim = FALSE;
1058 else if (fr == WFRAME_IDLE)
1059 restartanim = FALSE;
1067 if (self.weaponentity)
1069 self.weaponentity.wframe = fr;
1070 if (qcweaponanimation)
1072 if (fr != WFRAME_IDLE)
1074 self.weapon_morph0time = time;
1075 self.weapon_morph0angles = self.weaponentity.angles;
1076 self.weapon_morph0origin = self.weaponentity.origin;
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);
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);
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);
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);
1098 if (fr == WFRAME_FIRE1)
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
1106 else if (fr == WFRAME_FIRE2)
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
1114 else if (fr == WFRAME_RELOAD)
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);
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);
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);
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);
1152 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1154 backtrace("Tried to override initial weapon think function - should this really happen?");
1157 t *= W_WeaponRateFactor();
1159 // VorteX: haste can be added here
1160 if (self.weapon_think == w_ready)
1162 self.weapon_nextthink = time;
1163 //dprint("started firing at ", ftos(time), "\n");
1165 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1167 self.weapon_nextthink = time;
1168 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1170 self.weapon_nextthink = self.weapon_nextthink + t;
1171 self.weapon_think = func;
1172 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1176 if (!self.crouch) // shoot anim stands up, this looks bad
1179 anim = self.anim_shoot;
1180 anim_z = anim_y / t;
1181 setanim(self, anim, FALSE, TRUE, TRUE);
1185 void weapon_boblayer1(float spd, vector org)
1187 // VorteX: haste can be added here
1190 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1198 mvelocity = mvelocity * g_weaponspeedfactor;
1200 mdirection = normalize(mvelocity);
1201 mspeed = vlen(mvelocity);
1203 nstyle = cvar("g_projectiles_newton_style");
1206 // absolute velocity
1207 outvelocity = mvelocity;
1209 else if(nstyle == 1)
1211 // true Newtonian projectiles
1212 outvelocity = pvelocity + mvelocity;
1214 else if(nstyle == 2)
1216 // true Newtonian projectiles with automatic aim adjustment
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)
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
1230 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1232 outspeed = solution_y; // the larger one
1235 //outspeed = 0; // slowest possible shot
1236 outspeed = solution_x; // the real part (that is, the average!)
1237 //dprint("impossible shot, adjusting\n");
1240 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1241 outvelocity = mdirection * outspeed;
1243 else if(nstyle == 3)
1245 // pseudo-Newtonian:
1246 outspeed = mspeed + mdirection * pvelocity;
1247 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1248 outvelocity = mdirection * outspeed;
1250 else if(nstyle == 4)
1253 outspeed = mspeed + vlen(pvelocity);
1254 outvelocity = mdirection * outspeed;
1257 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1262 void W_AttachToShotorg(entity flash, vector offset)
1266 flash.angles_z = random() * 360;
1267 if(qcweaponanimation)
1269 setorigin(flash, w_shotorg + w_shotdir * 50);
1270 flash.angles = vectoangles(w_shotdir);
1271 flash.angles_z = random() * 360;
1275 setattachment(flash, self.weaponentity, "shot");
1276 setorigin(flash, offset);
1279 copyentity(flash, xflash);
1281 flash.viewmodelforclient = self;
1283 if(self.weaponentity.oldorigin_x > 0)
1285 setattachment(xflash, self.exteriorweaponentity, "");
1286 setorigin(xflash, self.weaponentity.oldorigin + offset);
1290 setattachment(xflash, self.exteriorweaponentity, "shot");
1295 vector cliptoplane(vector v, vector p)
1297 return v - (v * p) * p;
1300 vector solve_cubic_pq(float p, float q)
1303 D = q*q/4.0 + p*p*p/27.0;
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
1316 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1318 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1331 return '1 1 0' * v + '0 0 1' * u;
1333 return '0 1 1' * v + '1 0 0' * u;
1338 u = cbrt(-q/2.0 + sqrt(D));
1339 v = cbrt(-q/2.0 - sqrt(D));
1340 return '1 1 1' * (u + v);
1343 vector solve_cubic_abcd(float a, float b, float c, float d)
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));
1354 v += '1 0 -1' * (v_z - v_x); // swap x, z
1358 vector findperpendicular(vector v)
1364 return normalize(cliptoplane(p, v));
1367 vector W_CalculateProjectileSpread(vector forward, float spread)
1375 sstyle = cvar("g_projectiles_spread_style");
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;
1384 else if(sstyle == 1)
1386 // same thing, basically
1387 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1389 else if(sstyle == 2)
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;
1399 // radius in our dist function
1402 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1404 else if(sstyle == 3) // gauss 3d
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
1409 v1_x += gsl_ran_gaussian(sigma);
1410 v1_y += gsl_ran_gaussian(sigma);
1411 v1_z += gsl_ran_gaussian(sigma);
1414 else if(sstyle == 4) // gauss 2d
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));
1423 else if(sstyle == 5) // 1-r
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;
1432 // radius in our dist function
1434 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1435 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1437 else if(sstyle == 6) // 1-r^2
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;
1446 // radius in our dist function
1450 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1452 else if(sstyle == 7) // (1-r) (2-r)
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;
1461 // radius in our dist function
1465 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
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)!");
1471 * how to derive falloff functions:
1472 * rho(r) := (2-r) * (1-r);
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;
1486 float mspercallsstyle;
1487 float mspercallcount;
1489 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float spread)
1491 if(missile.owner == world)
1492 error("Unowned missile");
1494 dir = dir + upDir * (pUpSpeed / pSpeed);
1495 pSpeed *= vlen(dir);
1496 dir = normalize(dir);
1499 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1501 mspercallsum = mspercallcount = 0;
1502 mspercallsstyle = cvar("g_projectiles_spread_style");
1504 mspercallsum -= gettime(GETTIME_HIRES);
1506 dir = W_CalculateProjectileSpread(dir, spread);
1508 mspercallsum += gettime(GETTIME_HIRES);
1509 mspercallcount += 1;
1510 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1513 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1516 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1518 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, spread);
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"))