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make qc-based weapon animation look better
[divverent/nexuiz.git] / data / qcsrc / server / cl_weaponsystem.qc
1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 void W_SwitchWeapon_Force(entity e, float w)
11 {
12         e.cnt = e.switchweapon;
13         e.switchweapon = w;
14 }
15
16 .float antilag_debug;
17
18 // VorteX: static frame globals
19 float WFRAME_FIRE1 = 0;
20 float WFRAME_FIRE2 = 1;
21 float WFRAME_IDLE = 2;
22 float WFRAME_RELOAD = 3;
23 .float wframe;
24
25 void(float fr, float t, void() func) weapon_thinkf;
26
27 vector w_shotorg;
28 vector w_shotdir;
29
30 // this function calculates w_shotorg and w_shotdir based on the weapon model
31 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
32 // make sure you call makevectors first (FIXME?)
33 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
34 {
35         float nudge = 1; // added to traceline target and subtracted from result
36         local vector trueaimpoint;
37         local float oldsolid;
38         oldsolid = self.dphitcontentsmask;
39         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
40         traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
41         trueaimpoint = trace_endpos;
42
43         if(debug_shotorg != '0 0 0')
44                 vecs = debug_shotorg;
45
46         if (cvar("g_shootfromeye"))
47                 w_shotorg = ent.origin + ent.view_ofs;
48         else if (cvar("g_shootfromcenter"))
49                 w_shotorg = ent.origin + ent.view_ofs + v_up * vecs_z;
50         else
51                 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
52         // now move the shotorg forward as much as requested if possible
53         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
54         w_shotorg = trace_endpos - v_forward * nudge;
55         // calculate the shotdir from the chosen shotorg
56         w_shotdir = normalize(trueaimpoint - w_shotorg);
57
58 #if 0
59         // explanation of g_antilag:
60         // if client reports it was aiming at a player, and the serverside trace
61         // says it would miss, change the aim point to the player's new origin,
62         // but only if the shot at the player's new origin would hit of course
63         //
64         // FIXME: a much better method for bullet weapons would be to leave a
65         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
66         // ghost corresponding to this player's ping time, and if so it would do
67         // damage to the real player
68         if (antilag)
69         if (self.cursor_trace_ent)                 // client was aiming at someone
70         if (self.cursor_trace_ent != self)         // just to make sure
71         if (self.cursor_trace_ent.takedamage)      // and that person is killable
72         if (self.cursor_trace_ent.classname == "player") // and actually a player
73         if (cvar("g_antilag") == 1)
74         {
75                 // verify that the shot would miss without antilag
76                 // (avoids an issue where guns would always shoot at their origin)
77                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
78                 if (!trace_ent.takedamage)
79                 {
80                         // verify that the shot would hit if altered
81                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
82                         if (trace_ent == self.cursor_trace_ent)
83                         {
84                                 // verify that the shot would hit in the past
85                                 if(self.antilag_debug)
86                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
87                                 else
88                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
89
90                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
91                                 antilag_restore(self.cursor_trace_ent);
92
93                                 if(trace_ent == self.cursor_trace_ent)
94                                 {
95                                         // HIT!
96                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
97                                         dprint("ANTILAG HIT for ", self.netname, "\n");
98                                 }
99                                 else
100                                 {
101                                         // prydon cursor aimbot or odd network conditions
102                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
103                                 }
104
105                                 if(cvar("developer") >= 2)
106                                 {
107                                         vector v, vplus, vel;
108                                         float X;
109                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
110                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
111                                         vel = (vplus - v) * (1 / 0.01);
112                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
113                                         v     -= (self.origin + self.view_ofs);
114                                         // solve: v + X * vel = closest to v_forward axis
115                                         // project into 2D by subtracting v_forward components:
116                                         v   -= (v   * v_forward) * v_forward;
117                                         vel -= (vel * v_forward) * v_forward;
118                                         // solve: v + X * vel = closest to origin
119                                         // (v + X * vel)^2 closest to 0
120                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
121                                         X = -(v * vel) / (vel * vel);
122                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
123                                 }
124                         }
125                 }
126         }
127 #else
128         if (antilag)
129         {
130                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
131                 {
132                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
133                         if (!trace_ent.takedamage)
134                         {
135                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
136                                 if (trace_ent.takedamage && trace_ent.classname == "player")
137                                 {
138                                         entity e;
139                                         e = trace_ent;
140                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
141                                         if(trace_ent == e)
142                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
143                                 }
144                         }
145                 }
146                 else if(cvar("g_antilag") == 3) // client side hitscan
147                 {
148                         if (self.cursor_trace_ent)                 // client was aiming at someone
149                         if (self.cursor_trace_ent != self)         // just to make sure
150                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
151                         if (self.cursor_trace_ent.classname == "player") // and actually a player
152                         {
153                                 // verify that the shot would miss without antilag
154                                 // (avoids an issue where guns would always shoot at their origin)
155                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
156                                 if (!trace_ent.takedamage)
157                                 {
158                                         // verify that the shot would hit if altered
159                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
160                                         if (trace_ent == self.cursor_trace_ent)
161                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
162                                         else
163                                                 print("antilag fail\n");
164                                 }
165                         }
166                 }
167         }
168 #endif
169
170         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
171
172         if (!g_norecoil)
173                 self.punchangle_x = recoil * -1;
174
175         if (snd != "")
176         {
177                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
178         }
179
180         if (self.items & IT_STRENGTH)
181         if (!g_minstagib)
182                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
183 };
184
185 void LaserTarget_Think()
186 {
187         entity e;
188         vector offset;
189         float uselaser;
190         uselaser = 0;
191
192         // list of weapons that will use the laser, and the options that enable it
193         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
194                 uselaser = 1;
195         // example
196         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
197         //      uselaser = 1;
198
199
200
201         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
202         if(!uselaser)
203         {
204                 // rocket launcher isn't selected, so no laser target.
205                 if(self.lasertarget != world)
206                 {
207                         remove(self.lasertarget);
208                         self.lasertarget = world;
209                 }
210                 return;
211         }
212
213         if(!self.lasertarget)
214         {
215                 // we don't have a lasertarget entity, so spawn one
216                 //bprint("create laser target\n");
217                 e = self.lasertarget = spawn();
218                 e.owner = self.owner;                   // Its owner is my owner
219                 e.classname = "laser_target";
220                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
221                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
222                 e.scale = 1.25;                         // make it larger
223                 e.alpha = 0.25;                         // transparency
224                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
225                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
226                 // make it dynamically glow
227                 // you should avoid over-using this, as it can slow down the player's computer.
228                 e.glow_color = 251; // red color
229                 e.glow_size = 12;
230         }
231         else
232                 e = self.lasertarget;
233
234         // move the laser dot to where the player is looking
235
236         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
237         offset = '0 0 26' + v_right*3;
238         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
239         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
240         if(trace_plane_normal != '0 0 0')
241                 e.angles = vectoangles(trace_plane_normal);
242         else
243                 e.angles = vectoangles(v_forward);
244 }
245
246 float CL_Weaponentity_CustomizeEntityForClient()
247 {
248         self.viewmodelforclient = self.owner;
249         if(other.classname == "spectator")
250                 if(other.enemy == self.owner)
251                         self.viewmodelforclient = other;
252         return TRUE;
253 }
254
255 float qcweaponanimation;
256 vector weapon_offset = '0 -10 0';
257 vector weapon_adjust = '10 0 -15';
258 .vector weapon_morph0origin;
259 .vector weapon_morph0angles;
260 .float  weapon_morph0time;
261 .vector weapon_morph1origin;
262 .vector weapon_morph1angles;
263 .float  weapon_morph1time;
264 .vector weapon_morph2origin;
265 .vector weapon_morph2angles;
266 .float  weapon_morph2time;
267 .vector weapon_morph3origin;
268 .vector weapon_morph3angles;
269 .float  weapon_morph3time;
270 .vector weapon_morph4origin;
271 .vector weapon_morph4angles;
272 .float  weapon_morph4time;
273 .string weaponname;
274
275 void CL_Weaponentity_Think()
276 {
277         float tb;
278         self.nextthink = time;
279         if (intermission_running)
280                 self.frame = self.anim_idle_x;
281         if (self.owner.weaponentity != self)
282         {
283                 if (self.weaponentity)
284                         remove(self.weaponentity);
285                 remove(self);
286                 return;
287         }
288         if (self.owner.deadflag != DEAD_NO)
289         {
290                 self.model = "";
291                 if (self.weaponentity)
292                         self.weaponentity.model = "";
293                 return;
294         }
295         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
296         {
297                 self.cnt = self.owner.weapon;
298                 self.dmg = self.owner.modelindex;
299                 self.deadflag = self.owner.deadflag;
300
301                 string animfilename;
302                 float animfile;
303                 if (self.owner.weaponname != "")
304                 {
305                         // if there is a child entity, hide it until we're sure we use it
306                         if (self.weaponentity)
307                                 self.weaponentity.model = "";
308                         if (qcweaponanimation)
309                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
310                         else
311                         {
312                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
313                                 animfile = fopen(animfilename, FILE_READ);
314                                 if (animfile >= 0)
315                                 {
316                                         if (!self.weaponentity)
317                                                 self.weaponentity = spawn();
318                                         setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
319                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
320                                         setattachment(self.weaponentity, self, "weapon");
321                                 }
322                                 else
323                                 {
324                                         animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
325                                         animfile = fopen(animfilename, FILE_READ);
326                                         if (animfile >= 0)
327                                                 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
328                                 }
329                                 if (animfile >= 0)
330                                 {
331                                         animparseerror = FALSE;
332                                         self.anim_fire1  = animparseline(animfile);
333                                         self.anim_fire2  = animparseline(animfile);
334                                         self.anim_idle   = animparseline(animfile);
335                                         self.anim_reload = animparseline(animfile);
336                                         fclose(animfile);
337                                         if (animparseerror)
338                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");
339                                 }
340                                 else
341                                 {
342                                         self.anim_fire1  = '0 1 10';
343                                         self.anim_fire2  = '1 1 10';
344                                         self.anim_idle   = '2 1 10';
345                                         self.anim_reload = '3 1 10';
346                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
347                                 }
348                         }
349                 }
350                 else
351                         self.model = "";
352
353                 // reset animstate now
354                 self.wframe = WFRAME_IDLE;
355                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
356
357                 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
358                 {
359                         entity e;
360                         e = spawn();
361                         e.modelindex = self.modelindex;
362                         float idx;
363                         vector v;
364                         idx = gettagindex(e, "shot");
365                         if (!idx)
366                                 idx = gettagindex(e, "bone02");
367                         if(idx)
368                         {
369                                 v = gettaginfo(e, idx);
370                                 setorigin(self, '0 -1 0' * v_y);
371                         }
372                         else
373                                 setorigin(self, '0 0 0');
374                         remove(e);
375                 }
376                 else
377                         setorigin(self, '0 0 0');
378         }
379
380         tb = (self.effects & EF_TELEPORT_BIT);
381         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
382         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
383         self.effects &~= EF_TELEPORT_BIT;
384         self.effects |= tb;
385
386         if(self.owner.alpha != 0)
387                 self.alpha = self.owner.alpha;
388         else
389                 self.alpha = 1;
390         
391         self.colormap = self.owner.colormap;
392         if (self.weaponentity)
393         {
394                 self.weaponentity.effects = self.effects & EF_ADDITIVE;
395                 self.weaponentity.alpha = self.alpha;
396                 self.weaponentity.colormap = self.colormap;
397         }
398
399         self.angles = '0 0 0';
400         local float f;
401         f = 0;
402         if (self.state == WS_RAISE)
403         {
404                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
405                 self.angles_x = -90 * f * f;
406                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
407                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
408         }
409         else if (self.state == WS_DROP)
410         {
411                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
412                 self.angles_x = -90 * f * f;
413                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
414                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
415         }
416         else if (self.state == WS_CLEAR)
417         {
418                 f = 1;
419                 self.angles_x = -90 * f * f;
420                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
421                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
422         }
423         else if (time < self.owner.weapon_morph1time)
424         {
425                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
426                 f = 1 - pow(1 - f, 3);
427                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
428                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
429         }
430         else if (time < self.owner.weapon_morph2time)
431         {
432                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
433                 f = 1 - pow(1 - f, 3);
434                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
435                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
436         }
437         else if (time < self.owner.weapon_morph3time)
438         {
439                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
440                 f = 1 - pow(1 - f, 3);
441                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
442                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
443         }
444         else if (time < self.owner.weapon_morph4time)
445         {
446                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
447                 f = 1 - pow(1 - f, 3);
448                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
449                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
450         }
451         else if (qcweaponanimation)
452         {
453                 // begin a new idle morph
454                 self.owner.weapon_morph0time   = time;
455                 self.owner.weapon_morph0angles = self.angles;
456                 self.owner.weapon_morph0origin = self.origin;
457
458                 float r;
459                 float t;
460
461                 r = random();
462                 if (r < 0.1)
463                 {
464                         // turn gun to the left to look at it
465                         t = 2;
466                         self.owner.weapon_morph1time   = time + t * 0.2;
467                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
468                         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');
469                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
470
471                         self.owner.weapon_morph2time   = time + t * 0.6;
472                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
473                         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');
474                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
475
476                         self.owner.weapon_morph3time   = time + t;
477                         self.owner.weapon_morph3angles = '0 0 0';
478                         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');
479                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
480                 }
481                 else if (r < 0.2)
482                 {
483                         // raise the gun a bit
484                         t = 2;
485                         self.owner.weapon_morph1time   = time + t * 0.2;
486                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
487                         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');
488                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
489
490                         self.owner.weapon_morph2time   = time + t * 0.5;
491                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
492                         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');
493                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
494
495                         self.owner.weapon_morph3time   = time + t;
496                         self.owner.weapon_morph3angles = '0 0 0';
497                         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');
498                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
499                 }
500                 else if (r < 0.3)
501                 {
502                         // tweak it a bit
503                         t = 5;
504                         self.owner.weapon_morph1time   = time + t * 0.3;
505                         self.owner.weapon_morph1angles = randomvec() * 6;
506                         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');
507                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
508
509                         self.owner.weapon_morph2time   = time + t * 0.7;
510                         self.owner.weapon_morph2angles = randomvec() * 6;
511                         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');
512                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
513
514                         self.owner.weapon_morph3time   = time + t;
515                         self.owner.weapon_morph3angles = '0 0 0';
516                         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');
517                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
518                 }
519                 else
520                 {
521                         // hold it mostly steady
522                         t = random() * 6 + 4;
523                         self.owner.weapon_morph1time   = time + t * 0.2;
524                         self.owner.weapon_morph1angles = randomvec() * 1;
525                         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');
526                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
527
528                         self.owner.weapon_morph2time   = time + t * 0.5;
529                         self.owner.weapon_morph2angles = randomvec() * 1;
530                         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');
531                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
532
533                         self.owner.weapon_morph3time   = time + t * 0.7;
534                         self.owner.weapon_morph3angles = randomvec() * 1;
535                         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');
536                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
537                 }
538
539                 self.owner.weapon_morph4time   = time + t;
540                 self.owner.weapon_morph4angles = '0 0 0';
541                 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');
542                 self.owner.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
543
544         }
545
546         // create or update the lasertarget entity
547         LaserTarget_Think();
548 };
549
550 void CL_ExteriorWeaponentity_Think()
551 {
552         float tag_found;
553         self.nextthink = time;
554         if (self.owner.exteriorweaponentity != self)
555         {
556                 remove(self);
557                 return;
558         }
559         if (self.owner.deadflag != DEAD_NO)
560         {
561                 self.model = "";
562                 return;
563         }
564         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
565         {
566                 self.cnt = self.owner.weapon;
567                 self.dmg = self.owner.modelindex;
568                 self.deadflag = self.owner.deadflag;
569                 if (self.owner.weaponname != "")
570                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
571                 else
572                         self.model = "";
573
574                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
575                 {
576                         self.tag_index = tag_found;
577                         self.tag_entity = self.owner;
578                 }
579                 else
580                         setattachment(self, self.owner, "bip01 r hand");
581
582                 // if that didn't find a tag, hide the exterior weapon model
583                 if (!self.tag_index)
584                         self.model = "";
585         }
586         self.effects = self.owner.effects | EF_LOWPRECISION;
587         self.effects = self.effects & EFMASK_CHEAP; // eat performance
588         if(self.owner.alpha != 0)
589                 self.alpha = self.owner.alpha;
590         else
591                 self.alpha = 1;
592         
593         self.colormap = self.owner.colormap;
594 };
595
596 // spawning weaponentity for client
597 void CL_SpawnWeaponentity()
598 {
599         self.weaponentity = spawn();
600         self.weaponentity.classname = "weaponentity";
601         self.weaponentity.solid = SOLID_NOT;
602         self.weaponentity.owner = self;
603         setmodel(self.weaponentity, ""); // precision set when changed
604         self.weaponentity.origin = '0 0 0';
605         self.weaponentity.angles = '0 0 0';
606         self.weaponentity.viewmodelforclient = self;
607         self.weaponentity.flags = 0;
608         self.weaponentity.think = CL_Weaponentity_Think;
609         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
610         self.weaponentity.nextthink = time;
611
612         self.exteriorweaponentity = spawn();
613         self.exteriorweaponentity.classname = "exteriorweaponentity";
614         self.exteriorweaponentity.solid = SOLID_NOT;
615         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
616         self.exteriorweaponentity.owner = self;
617         self.exteriorweaponentity.origin = '0 0 0';
618         self.exteriorweaponentity.angles = '0 0 0';
619         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
620         self.exteriorweaponentity.nextthink = time;
621 };
622
623 .float hasweapon_complain_spam;
624
625 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
626 {
627         local float weaponbit, f;
628         local entity oldself;
629
630         if(time < self.hasweapon_complain_spam)
631                 complain = 0;
632         if(complain)
633                 self.hasweapon_complain_spam = time + 0.2;
634
635         if (wpn < WEP_FIRST || wpn > WEP_LAST)
636         {
637                 if (complain)
638                         sprint(self, "Invalid weapon\n");
639                 return FALSE;
640         }
641         weaponbit = W_WeaponBit(wpn);
642         if (cl.weapons & weaponbit)
643         {
644                 if (andammo)
645                 {
646                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
647                         {
648                                 f = 1;
649                         }
650                         else
651                         {
652                                 oldself = self;
653                                 self = cl;
654                                 f = weapon_action(wpn, WR_CHECKAMMO1);
655                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
656                                 self = oldself;
657                         }
658                         if (!f)
659                         {
660                                 if (complain)
661                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
662                                 return FALSE;
663                         }
664                 }
665                 return TRUE;
666         }
667         if (complain)
668         {
669                 // DRESK - 3/16/07
670                 // Report Proper Weapon Status / Modified Weapon Ownership Message
671                 if(weaponsInMap & weaponbit)
672                 {
673                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
674
675                         if(cvar("g_showweaponspawns"))
676                         {
677                                 entity e;
678                                 string s;
679
680                                 e = get_weaponinfo(wpn);
681                                 s = e.model2;
682
683                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
684                                 {
685                                         if(e.classname == "droppedweapon")
686                                                 continue;
687                                         if not(e.flags & FL_ITEM)
688                                                 continue;
689                                         WaypointSprite_Spawn(
690                                                 s,
691                                                 1, 0,
692                                                 world, e.origin,
693                                                 self, 0,
694                                                 world, enemy,
695                                                 0
696                                         );
697                                 }
698                         }
699                 }
700                 else
701                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
702         }
703         return FALSE;
704 };
705
706 // Weapon subs
707 void w_clear()
708 {
709         if (self.weapon != -1)
710                 self.weapon = 0;
711         if (self.weaponentity)
712         {
713                 self.weaponentity.state = WS_CLEAR;
714                 self.weaponentity.effects = 0;
715         }
716 };
717
718 void w_ready()
719 {
720         if (self.weaponentity)
721                 self.weaponentity.state = WS_READY;
722         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
723 };
724
725 // Setup weapon for client (after this raise frame will be launched)
726 void weapon_setup(float windex)
727 {
728         entity e;
729         qcweaponanimation = cvar("sv_qcweaponanimation");
730         e = get_weaponinfo(windex);
731         self.items &~= IT_AMMO;
732         self.items = self.items | e.items;
733
734         // the two weapon entities will notice this has changed and update their models
735         self.weapon = windex;
736         self.weaponname = e.mdl;
737         self.bulletcounter = 0;
738 };
739
740 // perform weapon to attack (weaponstate and attack_finished check is here)
741 .float race_penalty;
742 float weapon_prepareattack(float secondary, float attacktime)
743 {
744         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
745         //if all players readied up and the countdown is running
746         if (cvar("sv_ready_restart_after_countdown"))
747                 if(time < game_starttime || time < self.race_penalty) {
748                         return FALSE;
749                 }
750         
751         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
752         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
753         {
754                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
755                 return FALSE;
756         }
757
758         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
759                 return FALSE;
760
761         // do not even think about shooting if switching
762         if(self.switchweapon != self.weapon)
763                 return FALSE;
764
765         // don't fire if previous attack is not finished
766         if(attacktime >= 0)
767                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
768                         return FALSE;
769         // don't fire while changing weapon
770         if (self.weaponentity.state != WS_READY)
771                 return FALSE;
772         self.weaponentity.state = WS_INUSE;
773
774         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
775
776         // if the weapon hasn't been firing continuously, reset the timer
777         if(attacktime >= 0)
778         {
779                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
780                 {
781                         ATTACK_FINISHED(self) = time;
782                         //dprint("resetting attack finished to ", ftos(time), "\n");
783                 }
784                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
785         }
786         self.bulletcounter += 1;
787         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
788         return TRUE;
789 };
790
791 void weapon_thinkf(float fr, float t, void() func)
792 {
793         vector a;
794         vector of, or, ou;
795         float restartanim;
796
797         if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
798                 restartanim = TRUE;
799         else
800                 restartanim = FALSE;
801
802         of = v_forward;
803         or = v_right;
804         ou = v_up;
805
806         if (self.weaponentity)
807         {
808                 self.weaponentity.wframe = fr;
809                 if (qcweaponanimation)
810                 {
811                         if (fr != WFRAME_IDLE)
812                         {
813                                 self.weapon_morph0time = time;
814                                 self.weapon_morph0angles = self.weaponentity.angles;
815                                 self.weapon_morph0origin = self.weaponentity.origin;
816
817                                 self.weapon_morph1angles = '0 0 0';
818                                 self.weapon_morph1time = time + t;
819                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
820                                 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
821
822                                 self.weapon_morph2angles = '0 0 0';
823                                 self.weapon_morph2time = time + t;
824                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
825                                 self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
826
827                                 self.weapon_morph3angles = '0 0 0';
828                                 self.weapon_morph3time = time + t;
829                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
830                                 self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
831
832                                 self.weapon_morph4angles = '0 0 0';
833                                 self.weapon_morph4time = time + t;
834                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
835                                 self.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
836
837                                 if (fr == WFRAME_FIRE1)
838                                 {
839                                         self.weapon_morph1angles = '5 0 0';
840                                         self.weapon_morph1time = time + t * 0.1;
841                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
842                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
843                                         self.weapon_morph4time = time + t + 1; // delay idle effect
844                                 }
845                                 else if (fr == WFRAME_FIRE2)
846                                 {
847                                         self.weapon_morph1angles = '10 0 0';
848                                         self.weapon_morph1time = time + t * 0.1;
849                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
850                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
851                                         self.weapon_morph4time = time + t + 1; // delay idle effect
852                                 }
853                                 else if (fr == WFRAME_RELOAD)
854                                 {
855                                         self.weapon_morph1time = time + t * 0.05;
856                                         self.weapon_morph1angles = '-10 40 0';
857                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
858                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
859
860                                         self.weapon_morph2time = time + t * 0.15;
861                                         self.weapon_morph2angles = '-10 40 5';
862                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
863                                         self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
864                 
865                                         self.weapon_morph3time = time + t * 0.25;
866                                         self.weapon_morph3angles = '-10 40 0';
867                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
868                                         self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
869                                 }
870                         }
871                 }
872                 else
873                 {
874                         if (fr == WFRAME_IDLE)
875                                 a = self.weaponentity.anim_idle;
876                         else if (fr == WFRAME_FIRE1)
877                                 a = self.weaponentity.anim_fire1;
878                         else if (fr == WFRAME_FIRE2)
879                                 a = self.weaponentity.anim_fire2;
880                         else if (fr == WFRAME_RELOAD)
881                                 a = self.weaponentity.anim_reload;
882                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
883                 }
884
885                 if(restartanim)
886                 {
887                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
888                 }
889         }
890
891         v_forward = of;
892         v_right = or;
893         v_up = ou;
894
895         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
896         {
897                 backtrace("Tried to override initial weapon think function - should this really happen?");
898         }
899
900         if(g_runematch)
901         {
902                 if(self.runes & RUNE_SPEED)
903                 {
904                         if(self.runes & CURSE_SLOW)
905                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
906                         else
907                                 t = t * cvar("g_balance_rune_speed_atkrate");
908                 }
909                 else if(self.runes & CURSE_SLOW)
910                 {
911                         t = t * cvar("g_balance_curse_slow_atkrate");
912                 }
913         }
914
915         // VorteX: haste can be added here
916         if (self.weapon_think == w_ready)
917         {
918                 self.weapon_nextthink = time;
919                 //dprint("started firing at ", ftos(time), "\n");
920         }
921         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
922         {
923                 self.weapon_nextthink = time;
924                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
925         }
926         self.weapon_nextthink = self.weapon_nextthink + t;
927         self.weapon_think = func;
928         //dprint("next ", ftos(self.weapon_nextthink), "\n");
929
930         if (restartanim)
931         if (t)
932         if (!self.crouch) // shoot anim stands up, this looks bad
933         {
934                 local vector anim;
935                 anim = self.anim_shoot;
936                 anim_z = anim_y / t;
937                 setanim(self, anim, FALSE, TRUE, TRUE);
938         }
939 };
940
941 void weapon_boblayer1(float spd, vector org)
942 {
943         // VorteX: haste can be added here
944 };
945
946 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
947 {
948         vector mdirection;
949         float mspeed;
950         float outspeed;
951         float nstyle;
952         vector outvelocity;
953
954         mdirection = normalize(mvelocity);
955         mspeed = vlen(mvelocity);
956
957         nstyle = cvar("g_projectiles_newton_style");
958         if(nstyle == 0)
959         {
960                 // absolute velocity
961                 outvelocity = mvelocity;
962         }
963         else if(nstyle == 1)
964         {
965                 // true Newtonian projectiles
966                 outvelocity = pvelocity + mvelocity;
967         }
968         else if(nstyle == 2)
969         {
970                 // true Newtonian projectiles with automatic aim adjustment
971                 //
972                 // solve: |outspeed * mdirection - pvelocity| = mspeed
973                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
974                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
975                 // PLUS SIGN!
976                 // not defined?
977                 // then...
978                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
979                 // velocity without mdirection component > mspeed
980                 // fire at smallest possible mspeed that works?
981                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
982
983                 float D;
984                 float p;
985                 float q;
986                 p = mdirection * pvelocity;
987                 q = pvelocity * pvelocity - mspeed * mspeed;
988                 D = p * p - q;
989                 if(D < 0)
990                 {
991                         //dprint("impossible shot, adjusting\n");
992                         D = 0;
993                 }
994                 outspeed = p + sqrt(D);
995                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
996                 outvelocity = mdirection * outspeed;
997         }
998         else if(nstyle == 3)
999         {
1000                 // pseudo-Newtonian:
1001                 outspeed = mspeed + mdirection * pvelocity;
1002                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1003                 outvelocity = mdirection * outspeed;
1004         }
1005         else if(nstyle == 4)
1006         {
1007                 // tZorkian:
1008                 outspeed = mspeed + vlen(pvelocity);
1009                 outvelocity = mdirection * outspeed;
1010         }
1011         else
1012                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1013
1014         return outvelocity;
1015 }
1016
1017 void W_SetupProjectileVelocity(entity missile)
1018 {
1019         if(missile.owner == world)
1020                 error("Unowned missile");
1021
1022         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1023 }