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handle casings using the "shell" tag; make them go left instead of right (fits 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_DONTCHANGE = -1;
20 float WFRAME_FIRE1 = 0;
21 float WFRAME_FIRE2 = 1;
22 float WFRAME_IDLE = 2;
23 float WFRAME_RELOAD = 3;
24 .float wframe;
25
26 void(float fr, float t, void() func) weapon_thinkf;
27
28 vector w_shotorg;
29 vector w_shotdir;
30
31 // this function calculates w_shotorg and w_shotdir based on the weapon model
32 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
33 // make sure you call makevectors first (FIXME?)
34 void W_SetupShot(entity ent, float antilag, float recoil, string snd)
35 {
36         float nudge = 1; // added to traceline target and subtracted from result
37         local vector trueaimpoint;
38         local float oldsolid;
39         vector vecs;
40         oldsolid = self.dphitcontentsmask;
41         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
42         traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
43         trueaimpoint = trace_endpos;
44
45         if(ent.weaponentity.movedir_x > 0)
46         {
47                 vecs = ent.weaponentity.movedir;
48                 vecs_y = -vecs_y;
49         }
50         else
51                 vecs = '0 0 0';
52
53         if(debug_shotorg != '0 0 0')
54                 vecs = debug_shotorg;
55         
56         w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
57
58         // now move the shotorg forward as much as requested if possible
59         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
60         w_shotorg = trace_endpos - v_forward * nudge;
61         // calculate the shotdir from the chosen shotorg
62         w_shotdir = normalize(trueaimpoint - w_shotorg);
63
64 #if 0
65         // explanation of g_antilag:
66         // if client reports it was aiming at a player, and the serverside trace
67         // says it would miss, change the aim point to the player's new origin,
68         // but only if the shot at the player's new origin would hit of course
69         //
70         // FIXME: a much better method for bullet weapons would be to leave a
71         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
72         // ghost corresponding to this player's ping time, and if so it would do
73         // damage to the real player
74         if (antilag)
75         if (self.cursor_trace_ent)                 // client was aiming at someone
76         if (self.cursor_trace_ent != self)         // just to make sure
77         if (self.cursor_trace_ent.takedamage)      // and that person is killable
78         if (self.cursor_trace_ent.classname == "player") // and actually a player
79         if (cvar("g_antilag") == 1)
80         {
81                 // verify that the shot would miss without antilag
82                 // (avoids an issue where guns would always shoot at their origin)
83                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
84                 if (!trace_ent.takedamage)
85                 {
86                         // verify that the shot would hit if altered
87                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
88                         if (trace_ent == self.cursor_trace_ent)
89                         {
90                                 // verify that the shot would hit in the past
91                                 if(self.antilag_debug)
92                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
93                                 else
94                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
95
96                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
97                                 antilag_restore(self.cursor_trace_ent);
98
99                                 if(trace_ent == self.cursor_trace_ent)
100                                 {
101                                         // HIT!
102                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
103                                         dprint("ANTILAG HIT for ", self.netname, "\n");
104                                 }
105                                 else
106                                 {
107                                         // prydon cursor aimbot or odd network conditions
108                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
109                                 }
110
111                                 if(cvar("developer") >= 2)
112                                 {
113                                         vector v, vplus, vel;
114                                         float X;
115                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
116                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
117                                         vel = (vplus - v) * (1 / 0.01);
118                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
119                                         v     -= (self.origin + self.view_ofs);
120                                         // solve: v + X * vel = closest to v_forward axis
121                                         // project into 2D by subtracting v_forward components:
122                                         v   -= (v   * v_forward) * v_forward;
123                                         vel -= (vel * v_forward) * v_forward;
124                                         // solve: v + X * vel = closest to origin
125                                         // (v + X * vel)^2 closest to 0
126                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
127                                         X = -(v * vel) / (vel * vel);
128                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
129                                 }
130                         }
131                 }
132         }
133 #else
134         if (antilag)
135         {
136                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
137                 {
138                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
139                         if (!trace_ent.takedamage)
140                         {
141                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
142                                 if (trace_ent.takedamage && trace_ent.classname == "player")
143                                 {
144                                         entity e;
145                                         e = trace_ent;
146                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
147                                         if(trace_ent == e)
148                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
149                                 }
150                         }
151                 }
152                 else if(cvar("g_antilag") == 3) // client side hitscan
153                 {
154                         if (self.cursor_trace_ent)                 // client was aiming at someone
155                         if (self.cursor_trace_ent != self)         // just to make sure
156                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
157                         if (self.cursor_trace_ent.classname == "player") // and actually a player
158                         {
159                                 // verify that the shot would miss without antilag
160                                 // (avoids an issue where guns would always shoot at their origin)
161                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
162                                 if (!trace_ent.takedamage)
163                                 {
164                                         // verify that the shot would hit if altered
165                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
166                                         if (trace_ent == self.cursor_trace_ent)
167                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
168                                         else
169                                                 print("antilag fail\n");
170                                 }
171                         }
172                 }
173         }
174 #endif
175
176         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
177
178         if (!g_norecoil)
179                 self.punchangle_x = recoil * -1;
180
181         if (snd != "")
182         {
183                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
184         }
185
186         if (self.items & IT_STRENGTH)
187         if (!g_minstagib)
188                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
189 };
190
191 void LaserTarget_Think()
192 {
193         entity e;
194         vector offset;
195         float uselaser;
196         uselaser = 0;
197
198         // list of weapons that will use the laser, and the options that enable it
199         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
200                 uselaser = 1;
201         // example
202         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
203         //      uselaser = 1;
204
205
206
207         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
208         if(!uselaser)
209         {
210                 // rocket launcher isn't selected, so no laser target.
211                 if(self.lasertarget != world)
212                 {
213                         remove(self.lasertarget);
214                         self.lasertarget = world;
215                 }
216                 return;
217         }
218
219         if(!self.lasertarget)
220         {
221                 // we don't have a lasertarget entity, so spawn one
222                 //bprint("create laser target\n");
223                 e = self.lasertarget = spawn();
224                 e.owner = self.owner;                   // Its owner is my owner
225                 e.classname = "laser_target";
226                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
227                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
228                 e.scale = 1.25;                         // make it larger
229                 e.alpha = 0.25;                         // transparency
230                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
231                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
232                 // make it dynamically glow
233                 // you should avoid over-using this, as it can slow down the player's computer.
234                 e.glow_color = 251; // red color
235                 e.glow_size = 12;
236         }
237         else
238                 e = self.lasertarget;
239
240         // move the laser dot to where the player is looking
241
242         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
243         offset = '0 0 26' + v_right*3;
244         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
245         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
246         if(trace_plane_normal != '0 0 0')
247                 e.angles = vectoangles(trace_plane_normal);
248         else
249                 e.angles = vectoangles(v_forward);
250 }
251
252 float CL_Weaponentity_CustomizeEntityForClient()
253 {
254         self.viewmodelforclient = self.owner;
255         if(other.classname == "spectator")
256                 if(other.enemy == self.owner)
257                         self.viewmodelforclient = other;
258         return TRUE;
259 }
260
261 float qcweaponanimation;
262 vector weapon_offset = '0 -10 0';
263 vector weapon_adjust = '10 0 -15';
264 .vector weapon_morph0origin;
265 .vector weapon_morph0angles;
266 .float  weapon_morph0time;
267 .vector weapon_morph1origin;
268 .vector weapon_morph1angles;
269 .float  weapon_morph1time;
270 .vector weapon_morph2origin;
271 .vector weapon_morph2angles;
272 .float  weapon_morph2time;
273 .vector weapon_morph3origin;
274 .vector weapon_morph3angles;
275 .float  weapon_morph3time;
276 .vector weapon_morph4origin;
277 .vector weapon_morph4angles;
278 .float  weapon_morph4time;
279 .string weaponname;
280 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
281
282 void CL_Weaponentity_Think()
283 {
284         float tb;
285         self.nextthink = time;
286         if (intermission_running)
287                 self.frame = self.anim_idle_x;
288         if (self.owner.weaponentity != self)
289         {
290                 if (self.weaponentity)
291                         remove(self.weaponentity);
292                 remove(self);
293                 return;
294         }
295         if (self.owner.deadflag != DEAD_NO)
296         {
297                 self.model = "";
298                 if (self.weaponentity)
299                         self.weaponentity.model = "";
300                 return;
301         }
302         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
303         {
304                 self.cnt = self.owner.weapon;
305                 self.dmg = self.owner.modelindex;
306                 self.deadflag = self.owner.deadflag;
307
308                 string animfilename;
309                 float animfile;
310                 float modelfile;
311                 if (self.owner.weaponname != "")
312                 {
313                         // if there is a child entity, hide it until we're sure we use it
314                         if (self.weaponentity)
315                                 self.weaponentity.model = "";
316                         if (qcweaponanimation)
317                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
318                         else
319                         {
320                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".zym");
321                                 modelfile = fopen(animfilename, FILE_READ);
322                                 if (modelfile >= 0)
323                                 {
324                                         fclose(modelfile);
325                                         self.anim_fire1  = '0 1 0.01';
326                                         self.anim_fire2  = '1 1 0.01';
327                                         self.anim_idle   = '2 1 0.01';
328                                         self.anim_reload = '3 1 0.01';
329                                         if (!self.weaponentity)
330                                                 self.weaponentity = spawn();
331                                         setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".zym")); // precision set below
332                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
333                                         setattachment(self.weaponentity, self, "weapon");
334                                 }
335                                 else
336                                 {
337                                         animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
338                                         animfile = fopen(animfilename, FILE_READ);
339                                         if (animfile >= 0)
340                                         {
341                                                 if (!self.weaponentity)
342                                                         self.weaponentity = spawn();
343                                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
344                                                 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
345                                                 setattachment(self.weaponentity, self, "weapon");
346                                         }
347                                         else
348                                         {
349                                                 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
350                                                 animfile = fopen(animfilename, FILE_READ);
351                                                 if (animfile >= 0)
352                                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
353                                         }
354                                         if (animfile >= 0)
355                                         {
356                                                 animparseerror = FALSE;
357                                                 self.anim_fire1  = animparseline(animfile);
358                                                 self.anim_fire2  = animparseline(animfile);
359                                                 self.anim_idle   = animparseline(animfile);
360                                                 self.anim_reload = animparseline(animfile);
361                                                 fclose(animfile);
362                                                 if (animparseerror)
363                                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
364                                         }
365                                         else
366                                         {
367                                                 self.anim_fire1  = '0 1 0.01';
368                                                 self.anim_fire2  = '1 1 0.01';
369                                                 self.anim_idle   = '2 1 0.01';
370                                                 self.anim_reload = '3 1 0.01';
371                                                 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
372                                         }
373                                 }
374                         }
375                 }
376                 else
377                         self.model = "";
378
379                 if(qcweaponanimation)
380                 {
381                         self.angles = '0 0 0';
382                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
383                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
384                         self.movedir_x += 30;
385                         self.spawnorigin = self.movedir;
386                 }
387                 else
388                 {
389                         self.origin = '0 0 0';
390                         self.angles = '0 0 0';
391                         self.frame = 0;
392                         self.viewmodelforclient = world;
393
394                         float idx;
395                         idx = gettagindex(self, "shot");
396                         if(idx)
397                         {
398                                 self.movedir = gettaginfo(self, idx);
399                         }
400                         else
401                         {
402                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag\n");
403                                 self.movedir = '0 0 0';
404                         }
405
406                         idx = gettagindex(self, "shell");
407                         if(idx)
408                         {
409                                 self.spawnorigin = gettaginfo(self, idx);
410                         }
411                         else
412                         {
413                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag\n");
414                                 self.spawnorigin = self.movedir;
415                         }
416
417                         self.viewmodelforclient = self.owner;
418                 }
419
420                 self.view_ofs = '0 0 0';
421
422                 if(self.movedir_x >= 0)
423                 {
424                         vector v0;
425                         v0 = self.movedir;
426                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);
427                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
428                 }
429
430                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
431
432                 // check if an instant weapon switch occurred
433                 if (qcweaponanimation)
434                 {
435                         if (self.state == WS_READY)
436                         {
437                                 self.angles = '0 0 0';
438                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
439                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
440                         }
441                 }
442                 else
443                         setorigin(self, self.view_ofs);
444                 // reset animstate now
445                 self.wframe = WFRAME_IDLE;
446                 self.weapon_morph0time = 0;
447                 self.weapon_morph1time = 0;
448                 self.weapon_morph2time = 0;
449                 self.weapon_morph3time = 0;
450                 self.weapon_morph4time = 0;
451                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
452         }
453
454         tb = (self.effects & EF_TELEPORT_BIT);
455         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
456         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
457         self.effects &~= EF_TELEPORT_BIT;
458         self.effects |= tb;
459
460         if(self.owner.alpha != 0)
461                 self.alpha = self.owner.alpha;
462         else
463                 self.alpha = 1;
464         
465         self.colormap = self.owner.colormap;
466         if (self.weaponentity)
467         {
468                 self.weaponentity.effects = self.effects & EF_ADDITIVE;
469                 self.weaponentity.alpha = self.alpha;
470                 self.weaponentity.colormap = self.colormap;
471         }
472
473         self.angles = '0 0 0';
474         local float f;
475         f = 0;
476         if (self.state == WS_RAISE)
477         {
478                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
479                 self.angles_x = -90 * f * f;
480                 if (qcweaponanimation)
481                 {
482                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
483                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
484                 }
485         }
486         else if (self.state == WS_DROP)
487         {
488                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
489                 self.angles_x = -90 * f * f;
490                 if (qcweaponanimation)
491                 {
492                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
493                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
494                 }
495         }
496         else if (self.state == WS_CLEAR)
497         {
498                 f = 1;
499                 self.angles_x = -90 * f * f;
500                 if (qcweaponanimation)
501                 {
502                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
503                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
504                 }
505         }
506         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
507         {
508                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
509                 f = 1 - pow(1 - f, 3);
510                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
511                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
512         }
513         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
514         {
515                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
516                 f = 1 - pow(1 - f, 3);
517                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
518                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
519         }
520         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
521         {
522                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
523                 f = 1 - pow(1 - f, 3);
524                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
525                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
526         }
527         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
528         {
529                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
530                 f = 1 - pow(1 - f, 3);
531                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
532                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
533         }
534         else if (qcweaponanimation)
535         {
536                 // begin a new idle morph
537                 self.owner.weapon_morph0time   = time;
538                 self.owner.weapon_morph0angles = self.angles;
539                 self.owner.weapon_morph0origin = self.origin;
540
541                 float r;
542                 float t;
543
544                 r = random();
545                 if (r < 0.1)
546                 {
547                         // turn gun to the left to look at it
548                         t = 2;
549                         self.owner.weapon_morph1time   = time + t * 0.2;
550                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
551                         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');
552                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
553
554                         self.owner.weapon_morph2time   = time + t * 0.6;
555                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
556                         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');
557                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
558
559                         self.owner.weapon_morph3time   = time + t;
560                         self.owner.weapon_morph3angles = '0 0 0';
561                         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');
562                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
563                 }
564                 else if (r < 0.2)
565                 {
566                         // raise the gun a bit
567                         t = 2;
568                         self.owner.weapon_morph1time   = time + t * 0.2;
569                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
570                         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');
571                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
572
573                         self.owner.weapon_morph2time   = time + t * 0.5;
574                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
575                         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');
576                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
577
578                         self.owner.weapon_morph3time   = time + t;
579                         self.owner.weapon_morph3angles = '0 0 0';
580                         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');
581                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
582                 }
583                 else if (r < 0.3)
584                 {
585                         // tweak it a bit
586                         t = 5;
587                         self.owner.weapon_morph1time   = time + t * 0.3;
588                         self.owner.weapon_morph1angles = randomvec() * 6;
589                         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');
590                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
591
592                         self.owner.weapon_morph2time   = time + t * 0.7;
593                         self.owner.weapon_morph2angles = randomvec() * 6;
594                         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');
595                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
596
597                         self.owner.weapon_morph3time   = time + t;
598                         self.owner.weapon_morph3angles = '0 0 0';
599                         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');
600                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
601                 }
602                 else
603                 {
604                         // hold it mostly steady
605                         t = random() * 6 + 4;
606                         self.owner.weapon_morph1time   = time + t * 0.2;
607                         self.owner.weapon_morph1angles = randomvec() * 1;
608                         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');
609                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
610
611                         self.owner.weapon_morph2time   = time + t * 0.5;
612                         self.owner.weapon_morph2angles = randomvec() * 1;
613                         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');
614                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
615
616                         self.owner.weapon_morph3time   = time + t * 0.7;
617                         self.owner.weapon_morph3angles = randomvec() * 1;
618                         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');
619                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
620                 }
621
622                 self.owner.weapon_morph4time   = time + t;
623                 self.owner.weapon_morph4angles = '0 0 0';
624                 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');
625                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
626
627         }
628
629         // create or update the lasertarget entity
630         LaserTarget_Think();
631 };
632
633 void CL_ExteriorWeaponentity_Think()
634 {
635         float tag_found;
636         self.nextthink = time;
637         if (self.owner.exteriorweaponentity != self)
638         {
639                 remove(self);
640                 return;
641         }
642         if (self.owner.deadflag != DEAD_NO)
643         {
644                 self.model = "";
645                 return;
646         }
647         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
648         {
649                 self.cnt = self.owner.weapon;
650                 self.dmg = self.owner.modelindex;
651                 self.deadflag = self.owner.deadflag;
652                 if (self.owner.weaponname != "")
653                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
654                 else
655                         self.model = "";
656
657                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
658                 {
659                         self.tag_index = tag_found;
660                         self.tag_entity = self.owner;
661                 }
662                 else
663                         setattachment(self, self.owner, "bip01 r hand");
664
665                 // if that didn't find a tag, hide the exterior weapon model
666                 if (!self.tag_index)
667                         self.model = "";
668         }
669         self.effects = self.owner.effects | EF_LOWPRECISION;
670         self.effects = self.effects & EFMASK_CHEAP; // eat performance
671         if(self.owner.alpha != 0)
672                 self.alpha = self.owner.alpha;
673         else
674                 self.alpha = 1;
675         
676         self.colormap = self.owner.colormap;
677 };
678
679 // spawning weaponentity for client
680 void CL_SpawnWeaponentity()
681 {
682         self.weaponentity = spawn();
683         self.weaponentity.classname = "weaponentity";
684         self.weaponentity.solid = SOLID_NOT;
685         self.weaponentity.owner = self;
686         setmodel(self.weaponentity, ""); // precision set when changed
687         self.weaponentity.origin = '0 0 0';
688         self.weaponentity.angles = '0 0 0';
689         self.weaponentity.viewmodelforclient = self;
690         self.weaponentity.flags = 0;
691         self.weaponentity.think = CL_Weaponentity_Think;
692         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
693         self.weaponentity.nextthink = time;
694
695         self.exteriorweaponentity = spawn();
696         self.exteriorweaponentity.classname = "exteriorweaponentity";
697         self.exteriorweaponentity.solid = SOLID_NOT;
698         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
699         self.exteriorweaponentity.owner = self;
700         self.exteriorweaponentity.origin = '0 0 0';
701         self.exteriorweaponentity.angles = '0 0 0';
702         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
703         self.exteriorweaponentity.nextthink = time;
704 };
705
706 .float hasweapon_complain_spam;
707
708 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
709 {
710         local float weaponbit, f;
711         local entity oldself;
712
713         if(time < self.hasweapon_complain_spam)
714                 complain = 0;
715         if(complain)
716                 self.hasweapon_complain_spam = time + 0.2;
717
718         if (wpn < WEP_FIRST || wpn > WEP_LAST)
719         {
720                 if (complain)
721                         sprint(self, "Invalid weapon\n");
722                 return FALSE;
723         }
724         weaponbit = W_WeaponBit(wpn);
725         if (cl.weapons & weaponbit)
726         {
727                 if (andammo)
728                 {
729                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
730                         {
731                                 f = 1;
732                         }
733                         else
734                         {
735                                 oldself = self;
736                                 self = cl;
737                                 f = weapon_action(wpn, WR_CHECKAMMO1);
738                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
739                                 self = oldself;
740                         }
741                         if (!f)
742                         {
743                                 if (complain)
744                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
745                                 return FALSE;
746                         }
747                 }
748                 return TRUE;
749         }
750         if (complain)
751         {
752                 // DRESK - 3/16/07
753                 // Report Proper Weapon Status / Modified Weapon Ownership Message
754                 if(weaponsInMap & weaponbit)
755                 {
756                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
757
758                         if(cvar("g_showweaponspawns"))
759                         {
760                                 entity e;
761                                 string s;
762
763                                 e = get_weaponinfo(wpn);
764                                 s = e.model2;
765
766                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
767                                 {
768                                         if(e.classname == "droppedweapon")
769                                                 continue;
770                                         if not(e.flags & FL_ITEM)
771                                                 continue;
772                                         WaypointSprite_Spawn(
773                                                 s,
774                                                 1, 0,
775                                                 world, e.origin,
776                                                 self, 0,
777                                                 world, enemy,
778                                                 0
779                                         );
780                                 }
781                         }
782                 }
783                 else
784                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
785         }
786         return FALSE;
787 };
788
789 // Weapon subs
790 void w_clear()
791 {
792         if (self.weapon != -1)
793                 self.weapon = 0;
794         if (self.weaponentity)
795         {
796                 self.weaponentity.state = WS_CLEAR;
797                 self.weaponentity.effects = 0;
798         }
799 };
800
801 void w_ready()
802 {
803         if (self.weaponentity)
804                 self.weaponentity.state = WS_READY;
805         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
806 };
807
808 // Setup weapon for client (after this raise frame will be launched)
809 void weapon_setup(float windex)
810 {
811         entity e;
812         qcweaponanimation = cvar("sv_qcweaponanimation");
813         e = get_weaponinfo(windex);
814         self.items &~= IT_AMMO;
815         self.items = self.items | e.items;
816
817         // the two weapon entities will notice this has changed and update their models
818         self.weapon = windex;
819         self.weaponname = e.mdl;
820         self.bulletcounter = 0;
821 };
822
823 // perform weapon to attack (weaponstate and attack_finished check is here)
824 .float race_penalty;
825 float weapon_prepareattack(float secondary, float attacktime)
826 {
827         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
828         //if all players readied up and the countdown is running
829         if (cvar("sv_ready_restart_after_countdown"))
830                 if(time < game_starttime || time < self.race_penalty) {
831                         return FALSE;
832                 }
833         
834         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
835         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
836         {
837                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
838                 return FALSE;
839         }
840
841         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
842                 return FALSE;
843
844         // do not even think about shooting if switching
845         if(self.switchweapon != self.weapon)
846                 return FALSE;
847
848         // don't fire if previous attack is not finished
849         if(attacktime >= 0)
850                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
851                         return FALSE;
852         // don't fire while changing weapon
853         if (self.weaponentity.state != WS_READY)
854                 return FALSE;
855         self.weaponentity.state = WS_INUSE;
856
857         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
858
859         // if the weapon hasn't been firing continuously, reset the timer
860         if(attacktime >= 0)
861         {
862                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
863                 {
864                         ATTACK_FINISHED(self) = time;
865                         //dprint("resetting attack finished to ", ftos(time), "\n");
866                 }
867                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
868         }
869         self.bulletcounter += 1;
870         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
871         return TRUE;
872 };
873
874 void weapon_thinkf(float fr, float t, void() func)
875 {
876         vector a;
877         vector of, or, ou;
878         float restartanim;
879
880         if(fr == WFRAME_DONTCHANGE)
881         {
882                 fr = self.weaponentity.wframe;
883                 restartanim = FALSE;
884         }
885         else if (fr == WFRAME_IDLE)
886                 restartanim = FALSE;
887         else
888                 restartanim = TRUE;
889
890         of = v_forward;
891         or = v_right;
892         ou = v_up;
893
894         if (self.weaponentity)
895         {
896                 self.weaponentity.wframe = fr;
897                 if (qcweaponanimation)
898                 {
899                         if (fr != WFRAME_IDLE)
900                         {
901                                 self.weapon_morph0time = time;
902                                 self.weapon_morph0angles = self.weaponentity.angles;
903                                 self.weapon_morph0origin = self.weaponentity.origin;
904
905                                 self.weapon_morph1angles = '0 0 0';
906                                 self.weapon_morph1time = time + t;
907                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
908                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
909
910                                 self.weapon_morph2angles = '0 0 0';
911                                 self.weapon_morph2time = time + t;
912                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
913                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
914
915                                 self.weapon_morph3angles = '0 0 0';
916                                 self.weapon_morph3time = time + t;
917                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
918                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
919
920                                 self.weapon_morph4angles = '0 0 0';
921                                 self.weapon_morph4time = time + t;
922                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
923                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
924
925                                 if (fr == WFRAME_FIRE1)
926                                 {
927                                         self.weapon_morph1angles = '5 0 0';
928                                         self.weapon_morph1time = time + t * 0.1;
929                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
930                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
931                                         self.weapon_morph4time = time + t + 1; // delay idle effect
932                                 }
933                                 else if (fr == WFRAME_FIRE2)
934                                 {
935                                         self.weapon_morph1angles = '10 0 0';
936                                         self.weapon_morph1time = time + t * 0.1;
937                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
938                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
939                                         self.weapon_morph4time = time + t + 1; // delay idle effect
940                                 }
941                                 else if (fr == WFRAME_RELOAD)
942                                 {
943                                         self.weapon_morph1time = time + t * 0.05;
944                                         self.weapon_morph1angles = '-10 40 0';
945                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
946                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
947
948                                         self.weapon_morph2time = time + t * 0.15;
949                                         self.weapon_morph2angles = '-10 40 5';
950                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
951                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
952                 
953                                         self.weapon_morph3time = time + t * 0.25;
954                                         self.weapon_morph3angles = '-10 40 0';
955                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
956                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
957                                 }
958                         }
959                 }
960                 else
961                 {
962                         if (fr == WFRAME_IDLE)
963                                 a = self.weaponentity.anim_idle;
964                         else if (fr == WFRAME_FIRE1)
965                                 a = self.weaponentity.anim_fire1;
966                         else if (fr == WFRAME_FIRE2)
967                                 a = self.weaponentity.anim_fire2;
968                         else if (fr == WFRAME_RELOAD)
969                                 a = self.weaponentity.anim_reload;
970                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
971                 }
972
973                 if(restartanim)
974                 {
975                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
976                 }
977         }
978
979         v_forward = of;
980         v_right = or;
981         v_up = ou;
982
983         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
984         {
985                 backtrace("Tried to override initial weapon think function - should this really happen?");
986         }
987
988         if(g_runematch)
989         {
990                 if(self.runes & RUNE_SPEED)
991                 {
992                         if(self.runes & CURSE_SLOW)
993                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
994                         else
995                                 t = t * cvar("g_balance_rune_speed_atkrate");
996                 }
997                 else if(self.runes & CURSE_SLOW)
998                 {
999                         t = t * cvar("g_balance_curse_slow_atkrate");
1000                 }
1001         }
1002
1003         // VorteX: haste can be added here
1004         if (self.weapon_think == w_ready)
1005         {
1006                 self.weapon_nextthink = time;
1007                 //dprint("started firing at ", ftos(time), "\n");
1008         }
1009         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1010         {
1011                 self.weapon_nextthink = time;
1012                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1013         }
1014         self.weapon_nextthink = self.weapon_nextthink + t;
1015         self.weapon_think = func;
1016         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1017
1018         if (restartanim)
1019         if (t)
1020         if (!self.crouch) // shoot anim stands up, this looks bad
1021         {
1022                 local vector anim;
1023                 anim = self.anim_shoot;
1024                 anim_z = anim_y / t;
1025                 setanim(self, anim, FALSE, TRUE, TRUE);
1026         }
1027 };
1028
1029 void weapon_boblayer1(float spd, vector org)
1030 {
1031         // VorteX: haste can be added here
1032 };
1033
1034 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1035 {
1036         vector mdirection;
1037         float mspeed;
1038         float outspeed;
1039         float nstyle;
1040         vector outvelocity;
1041
1042         mdirection = normalize(mvelocity);
1043         mspeed = vlen(mvelocity);
1044
1045         nstyle = cvar("g_projectiles_newton_style");
1046         if(nstyle == 0)
1047         {
1048                 // absolute velocity
1049                 outvelocity = mvelocity;
1050         }
1051         else if(nstyle == 1)
1052         {
1053                 // true Newtonian projectiles
1054                 outvelocity = pvelocity + mvelocity;
1055         }
1056         else if(nstyle == 2)
1057         {
1058                 // true Newtonian projectiles with automatic aim adjustment
1059                 //
1060                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1061                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1062                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1063                 // PLUS SIGN!
1064                 // not defined?
1065                 // then...
1066                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1067                 // velocity without mdirection component > mspeed
1068                 // fire at smallest possible mspeed that works?
1069                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1070
1071                 float D;
1072                 float p;
1073                 float q;
1074                 p = mdirection * pvelocity;
1075                 q = pvelocity * pvelocity - mspeed * mspeed;
1076                 D = p * p - q;
1077                 if(D < 0)
1078                 {
1079                         //dprint("impossible shot, adjusting\n");
1080                         D = 0;
1081                 }
1082                 outspeed = p + sqrt(D);
1083                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1084                 outvelocity = mdirection * outspeed;
1085         }
1086         else if(nstyle == 3)
1087         {
1088                 // pseudo-Newtonian:
1089                 outspeed = mspeed + mdirection * pvelocity;
1090                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1091                 outvelocity = mdirection * outspeed;
1092         }
1093         else if(nstyle == 4)
1094         {
1095                 // tZorkian:
1096                 outspeed = mspeed + vlen(pvelocity);
1097                 outvelocity = mdirection * outspeed;
1098         }
1099         else
1100                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1101
1102         return outvelocity;
1103 }
1104
1105 void W_SetupProjectileVelocity(entity missile)
1106 {
1107         if(missile.owner == world)
1108                 error("Unowned missile");
1109
1110         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1111 }