]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_weaponsystem.qc
fixed a bug that caused the campingrifle's reload anim to not play
[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                 // check if an instant weapon switch occurred
354                 if (self.state == WS_READY)
355                 {
356                         self.angles = '0 0 0';
357                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
358                         setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
359                 }
360                 // reset animstate now
361                 self.wframe = WFRAME_IDLE;
362                 self.weapon_morph0time = 0;
363                 self.weapon_morph1time = 0;
364                 self.weapon_morph2time = 0;
365                 self.weapon_morph3time = 0;
366                 self.weapon_morph4time = 0;
367                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
368
369                 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
370                 {
371                         entity e;
372                         e = spawn();
373                         e.modelindex = self.modelindex;
374                         float idx;
375                         vector v;
376                         idx = gettagindex(e, "shot");
377                         if (!idx)
378                                 idx = gettagindex(e, "bone02");
379                         if(idx)
380                         {
381                                 v = gettaginfo(e, idx);
382                                 setorigin(self, '0 -1 0' * v_y);
383                         }
384                         else
385                                 setorigin(self, '0 0 0');
386                         remove(e);
387                 }
388                 else
389                         setorigin(self, '0 0 0');
390         }
391
392         tb = (self.effects & EF_TELEPORT_BIT);
393         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
394         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
395         self.effects &~= EF_TELEPORT_BIT;
396         self.effects |= tb;
397
398         if(self.owner.alpha != 0)
399                 self.alpha = self.owner.alpha;
400         else
401                 self.alpha = 1;
402         
403         self.colormap = self.owner.colormap;
404         if (self.weaponentity)
405         {
406                 self.weaponentity.effects = self.effects & EF_ADDITIVE;
407                 self.weaponentity.alpha = self.alpha;
408                 self.weaponentity.colormap = self.colormap;
409         }
410
411         self.angles = '0 0 0';
412         local float f;
413         f = 0;
414         if (self.state == WS_RAISE)
415         {
416                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
417                 self.angles_x = -90 * f * f;
418                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
419                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
420         }
421         else if (self.state == WS_DROP)
422         {
423                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
424                 self.angles_x = -90 * f * f;
425                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
426                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
427         }
428         else if (self.state == WS_CLEAR)
429         {
430                 f = 1;
431                 self.angles_x = -90 * f * f;
432                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
433                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
434         }
435         else if (time < self.owner.weapon_morph1time)
436         {
437                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
438                 f = 1 - pow(1 - f, 3);
439                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
440                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
441         }
442         else if (time < self.owner.weapon_morph2time)
443         {
444                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
445                 f = 1 - pow(1 - f, 3);
446                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
447                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
448         }
449         else if (time < self.owner.weapon_morph3time)
450         {
451                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
452                 f = 1 - pow(1 - f, 3);
453                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
454                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
455         }
456         else if (time < self.owner.weapon_morph4time)
457         {
458                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
459                 f = 1 - pow(1 - f, 3);
460                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
461                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
462         }
463         else if (qcweaponanimation)
464         {
465                 // begin a new idle morph
466                 self.owner.weapon_morph0time   = time;
467                 self.owner.weapon_morph0angles = self.angles;
468                 self.owner.weapon_morph0origin = self.origin;
469
470                 float r;
471                 float t;
472
473                 r = random();
474                 if (r < 0.1)
475                 {
476                         // turn gun to the left to look at it
477                         t = 2;
478                         self.owner.weapon_morph1time   = time + t * 0.2;
479                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
480                         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');
481                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
482
483                         self.owner.weapon_morph2time   = time + t * 0.6;
484                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
485                         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');
486                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
487
488                         self.owner.weapon_morph3time   = time + t;
489                         self.owner.weapon_morph3angles = '0 0 0';
490                         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');
491                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
492                 }
493                 else if (r < 0.2)
494                 {
495                         // raise the gun a bit
496                         t = 2;
497                         self.owner.weapon_morph1time   = time + t * 0.2;
498                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
499                         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');
500                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
501
502                         self.owner.weapon_morph2time   = time + t * 0.5;
503                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
504                         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');
505                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
506
507                         self.owner.weapon_morph3time   = time + t;
508                         self.owner.weapon_morph3angles = '0 0 0';
509                         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');
510                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
511                 }
512                 else if (r < 0.3)
513                 {
514                         // tweak it a bit
515                         t = 5;
516                         self.owner.weapon_morph1time   = time + t * 0.3;
517                         self.owner.weapon_morph1angles = randomvec() * 6;
518                         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');
519                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
520
521                         self.owner.weapon_morph2time   = time + t * 0.7;
522                         self.owner.weapon_morph2angles = randomvec() * 6;
523                         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');
524                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
525
526                         self.owner.weapon_morph3time   = time + t;
527                         self.owner.weapon_morph3angles = '0 0 0';
528                         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');
529                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
530                 }
531                 else
532                 {
533                         // hold it mostly steady
534                         t = random() * 6 + 4;
535                         self.owner.weapon_morph1time   = time + t * 0.2;
536                         self.owner.weapon_morph1angles = randomvec() * 1;
537                         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');
538                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
539
540                         self.owner.weapon_morph2time   = time + t * 0.5;
541                         self.owner.weapon_morph2angles = randomvec() * 1;
542                         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');
543                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
544
545                         self.owner.weapon_morph3time   = time + t * 0.7;
546                         self.owner.weapon_morph3angles = randomvec() * 1;
547                         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');
548                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
549                 }
550
551                 self.owner.weapon_morph4time   = time + t;
552                 self.owner.weapon_morph4angles = '0 0 0';
553                 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');
554                 self.owner.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
555
556         }
557
558         // create or update the lasertarget entity
559         LaserTarget_Think();
560 };
561
562 void CL_ExteriorWeaponentity_Think()
563 {
564         float tag_found;
565         self.nextthink = time;
566         if (self.owner.exteriorweaponentity != self)
567         {
568                 remove(self);
569                 return;
570         }
571         if (self.owner.deadflag != DEAD_NO)
572         {
573                 self.model = "";
574                 return;
575         }
576         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
577         {
578                 self.cnt = self.owner.weapon;
579                 self.dmg = self.owner.modelindex;
580                 self.deadflag = self.owner.deadflag;
581                 if (self.owner.weaponname != "")
582                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
583                 else
584                         self.model = "";
585
586                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
587                 {
588                         self.tag_index = tag_found;
589                         self.tag_entity = self.owner;
590                 }
591                 else
592                         setattachment(self, self.owner, "bip01 r hand");
593
594                 // if that didn't find a tag, hide the exterior weapon model
595                 if (!self.tag_index)
596                         self.model = "";
597         }
598         self.effects = self.owner.effects | EF_LOWPRECISION;
599         self.effects = self.effects & EFMASK_CHEAP; // eat performance
600         if(self.owner.alpha != 0)
601                 self.alpha = self.owner.alpha;
602         else
603                 self.alpha = 1;
604         
605         self.colormap = self.owner.colormap;
606 };
607
608 // spawning weaponentity for client
609 void CL_SpawnWeaponentity()
610 {
611         self.weaponentity = spawn();
612         self.weaponentity.classname = "weaponentity";
613         self.weaponentity.solid = SOLID_NOT;
614         self.weaponentity.owner = self;
615         setmodel(self.weaponentity, ""); // precision set when changed
616         self.weaponentity.origin = '0 0 0';
617         self.weaponentity.angles = '0 0 0';
618         self.weaponentity.viewmodelforclient = self;
619         self.weaponentity.flags = 0;
620         self.weaponentity.think = CL_Weaponentity_Think;
621         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
622         self.weaponentity.nextthink = time;
623
624         self.exteriorweaponentity = spawn();
625         self.exteriorweaponentity.classname = "exteriorweaponentity";
626         self.exteriorweaponentity.solid = SOLID_NOT;
627         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
628         self.exteriorweaponentity.owner = self;
629         self.exteriorweaponentity.origin = '0 0 0';
630         self.exteriorweaponentity.angles = '0 0 0';
631         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
632         self.exteriorweaponentity.nextthink = time;
633 };
634
635 .float hasweapon_complain_spam;
636
637 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
638 {
639         local float weaponbit, f;
640         local entity oldself;
641
642         if(time < self.hasweapon_complain_spam)
643                 complain = 0;
644         if(complain)
645                 self.hasweapon_complain_spam = time + 0.2;
646
647         if (wpn < WEP_FIRST || wpn > WEP_LAST)
648         {
649                 if (complain)
650                         sprint(self, "Invalid weapon\n");
651                 return FALSE;
652         }
653         weaponbit = W_WeaponBit(wpn);
654         if (cl.weapons & weaponbit)
655         {
656                 if (andammo)
657                 {
658                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
659                         {
660                                 f = 1;
661                         }
662                         else
663                         {
664                                 oldself = self;
665                                 self = cl;
666                                 f = weapon_action(wpn, WR_CHECKAMMO1);
667                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
668                                 self = oldself;
669                         }
670                         if (!f)
671                         {
672                                 if (complain)
673                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
674                                 return FALSE;
675                         }
676                 }
677                 return TRUE;
678         }
679         if (complain)
680         {
681                 // DRESK - 3/16/07
682                 // Report Proper Weapon Status / Modified Weapon Ownership Message
683                 if(weaponsInMap & weaponbit)
684                 {
685                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
686
687                         if(cvar("g_showweaponspawns"))
688                         {
689                                 entity e;
690                                 string s;
691
692                                 e = get_weaponinfo(wpn);
693                                 s = e.model2;
694
695                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
696                                 {
697                                         if(e.classname == "droppedweapon")
698                                                 continue;
699                                         if not(e.flags & FL_ITEM)
700                                                 continue;
701                                         WaypointSprite_Spawn(
702                                                 s,
703                                                 1, 0,
704                                                 world, e.origin,
705                                                 self, 0,
706                                                 world, enemy,
707                                                 0
708                                         );
709                                 }
710                         }
711                 }
712                 else
713                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
714         }
715         return FALSE;
716 };
717
718 // Weapon subs
719 void w_clear()
720 {
721         if (self.weapon != -1)
722                 self.weapon = 0;
723         if (self.weaponentity)
724         {
725                 self.weaponentity.state = WS_CLEAR;
726                 self.weaponentity.effects = 0;
727         }
728 };
729
730 void w_ready()
731 {
732         if (self.weaponentity)
733                 self.weaponentity.state = WS_READY;
734         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
735 };
736
737 // Setup weapon for client (after this raise frame will be launched)
738 void weapon_setup(float windex)
739 {
740         entity e;
741         qcweaponanimation = cvar("sv_qcweaponanimation");
742         e = get_weaponinfo(windex);
743         self.items &~= IT_AMMO;
744         self.items = self.items | e.items;
745
746         // the two weapon entities will notice this has changed and update their models
747         self.weapon = windex;
748         self.weaponname = e.mdl;
749         self.bulletcounter = 0;
750 };
751
752 // perform weapon to attack (weaponstate and attack_finished check is here)
753 .float race_penalty;
754 float weapon_prepareattack(float secondary, float attacktime)
755 {
756         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
757         //if all players readied up and the countdown is running
758         if (cvar("sv_ready_restart_after_countdown"))
759                 if(time < game_starttime || time < self.race_penalty) {
760                         return FALSE;
761                 }
762         
763         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
764         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
765         {
766                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
767                 return FALSE;
768         }
769
770         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
771                 return FALSE;
772
773         // do not even think about shooting if switching
774         if(self.switchweapon != self.weapon)
775                 return FALSE;
776
777         // don't fire if previous attack is not finished
778         if(attacktime >= 0)
779                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
780                         return FALSE;
781         // don't fire while changing weapon
782         if (self.weaponentity.state != WS_READY)
783                 return FALSE;
784         self.weaponentity.state = WS_INUSE;
785
786         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
787
788         // if the weapon hasn't been firing continuously, reset the timer
789         if(attacktime >= 0)
790         {
791                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
792                 {
793                         ATTACK_FINISHED(self) = time;
794                         //dprint("resetting attack finished to ", ftos(time), "\n");
795                 }
796                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
797         }
798         self.bulletcounter += 1;
799         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
800         return TRUE;
801 };
802
803 void weapon_thinkf(float fr, float t, void() func)
804 {
805         vector a;
806         vector of, or, ou;
807         float restartanim;
808
809         if (fr == WFRAME_IDLE)
810                 restartanim = FALSE;
811         else
812                 restartanim = TRUE;
813
814         of = v_forward;
815         or = v_right;
816         ou = v_up;
817
818         if (self.weaponentity)
819         {
820                 self.weaponentity.wframe = fr;
821                 if (qcweaponanimation)
822                 {
823                         if (fr != WFRAME_IDLE)
824                         {
825                                 self.weapon_morph0time = time;
826                                 self.weapon_morph0angles = self.weaponentity.angles;
827                                 self.weapon_morph0origin = self.weaponentity.origin;
828
829                                 self.weapon_morph1angles = '0 0 0';
830                                 self.weapon_morph1time = time + t;
831                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
832                                 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
833
834                                 self.weapon_morph2angles = '0 0 0';
835                                 self.weapon_morph2time = time + t;
836                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
837                                 self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
838
839                                 self.weapon_morph3angles = '0 0 0';
840                                 self.weapon_morph3time = time + t;
841                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
842                                 self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
843
844                                 self.weapon_morph4angles = '0 0 0';
845                                 self.weapon_morph4time = time + t;
846                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
847                                 self.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
848
849                                 if (fr == WFRAME_FIRE1)
850                                 {
851                                         self.weapon_morph1angles = '5 0 0';
852                                         self.weapon_morph1time = time + t * 0.1;
853                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
854                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
855                                         self.weapon_morph4time = time + t + 1; // delay idle effect
856                                 }
857                                 else if (fr == WFRAME_FIRE2)
858                                 {
859                                         self.weapon_morph1angles = '10 0 0';
860                                         self.weapon_morph1time = time + t * 0.1;
861                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
862                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
863                                         self.weapon_morph4time = time + t + 1; // delay idle effect
864                                 }
865                                 else if (fr == WFRAME_RELOAD)
866                                 {
867                                         self.weapon_morph1time = time + t * 0.05;
868                                         self.weapon_morph1angles = '-10 40 0';
869                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
870                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
871
872                                         self.weapon_morph2time = time + t * 0.15;
873                                         self.weapon_morph2angles = '-10 40 5';
874                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
875                                         self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
876                 
877                                         self.weapon_morph3time = time + t * 0.25;
878                                         self.weapon_morph3angles = '-10 40 0';
879                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
880                                         self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
881                                 }
882                         }
883                 }
884                 else
885                 {
886                         if (fr == WFRAME_IDLE)
887                                 a = self.weaponentity.anim_idle;
888                         else if (fr == WFRAME_FIRE1)
889                                 a = self.weaponentity.anim_fire1;
890                         else if (fr == WFRAME_FIRE2)
891                                 a = self.weaponentity.anim_fire2;
892                         else if (fr == WFRAME_RELOAD)
893                                 a = self.weaponentity.anim_reload;
894                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
895                 }
896
897                 if(restartanim)
898                 {
899                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
900                 }
901         }
902
903         v_forward = of;
904         v_right = or;
905         v_up = ou;
906
907         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
908         {
909                 backtrace("Tried to override initial weapon think function - should this really happen?");
910         }
911
912         if(g_runematch)
913         {
914                 if(self.runes & RUNE_SPEED)
915                 {
916                         if(self.runes & CURSE_SLOW)
917                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
918                         else
919                                 t = t * cvar("g_balance_rune_speed_atkrate");
920                 }
921                 else if(self.runes & CURSE_SLOW)
922                 {
923                         t = t * cvar("g_balance_curse_slow_atkrate");
924                 }
925         }
926
927         // VorteX: haste can be added here
928         if (self.weapon_think == w_ready)
929         {
930                 self.weapon_nextthink = time;
931                 //dprint("started firing at ", ftos(time), "\n");
932         }
933         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
934         {
935                 self.weapon_nextthink = time;
936                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
937         }
938         self.weapon_nextthink = self.weapon_nextthink + t;
939         self.weapon_think = func;
940         //dprint("next ", ftos(self.weapon_nextthink), "\n");
941
942         if (restartanim)
943         if (t)
944         if (!self.crouch) // shoot anim stands up, this looks bad
945         {
946                 local vector anim;
947                 anim = self.anim_shoot;
948                 anim_z = anim_y / t;
949                 setanim(self, anim, FALSE, TRUE, TRUE);
950         }
951 };
952
953 void weapon_boblayer1(float spd, vector org)
954 {
955         // VorteX: haste can be added here
956 };
957
958 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
959 {
960         vector mdirection;
961         float mspeed;
962         float outspeed;
963         float nstyle;
964         vector outvelocity;
965
966         mdirection = normalize(mvelocity);
967         mspeed = vlen(mvelocity);
968
969         nstyle = cvar("g_projectiles_newton_style");
970         if(nstyle == 0)
971         {
972                 // absolute velocity
973                 outvelocity = mvelocity;
974         }
975         else if(nstyle == 1)
976         {
977                 // true Newtonian projectiles
978                 outvelocity = pvelocity + mvelocity;
979         }
980         else if(nstyle == 2)
981         {
982                 // true Newtonian projectiles with automatic aim adjustment
983                 //
984                 // solve: |outspeed * mdirection - pvelocity| = mspeed
985                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
986                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
987                 // PLUS SIGN!
988                 // not defined?
989                 // then...
990                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
991                 // velocity without mdirection component > mspeed
992                 // fire at smallest possible mspeed that works?
993                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
994
995                 float D;
996                 float p;
997                 float q;
998                 p = mdirection * pvelocity;
999                 q = pvelocity * pvelocity - mspeed * mspeed;
1000                 D = p * p - q;
1001                 if(D < 0)
1002                 {
1003                         //dprint("impossible shot, adjusting\n");
1004                         D = 0;
1005                 }
1006                 outspeed = p + sqrt(D);
1007                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1008                 outvelocity = mdirection * outspeed;
1009         }
1010         else if(nstyle == 3)
1011         {
1012                 // pseudo-Newtonian:
1013                 outspeed = mspeed + mdirection * pvelocity;
1014                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1015                 outvelocity = mdirection * outspeed;
1016         }
1017         else if(nstyle == 4)
1018         {
1019                 // tZorkian:
1020                 outspeed = mspeed + vlen(pvelocity);
1021                 outvelocity = mdirection * outspeed;
1022         }
1023         else
1024                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1025
1026         return outvelocity;
1027 }
1028
1029 void W_SetupProjectileVelocity(entity missile)
1030 {
1031         if(missile.owner == world)
1032                 error("Unowned missile");
1033
1034         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1035 }