2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 void W_SwitchWeapon_Force(entity e, float w)
12 e.cnt = e.switchweapon;
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;
26 void(float fr, float t, void() func) weapon_thinkf;
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)
36 float nudge = 1; // added to traceline target and subtracted from result
37 local vector trueaimpoint;
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;
45 if(ent.weaponentity.movedir_x > 0)
47 vecs = ent.weaponentity.movedir;
53 if(debug_shotorg != '0 0 0')
56 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
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);
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
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
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)
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)
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)
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);
94 antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
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);
99 if(trace_ent == self.cursor_trace_ent)
102 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
103 dprint("ANTILAG HIT for ", self.netname, "\n");
107 // prydon cursor aimbot or odd network conditions
108 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
111 if(cvar("developer") >= 2)
113 vector v, vplus, vel;
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");
136 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
138 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
139 if (!trace_ent.takedamage)
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")
146 traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
148 w_shotdir = normalize(trace_ent.origin - w_shotorg);
152 else if(cvar("g_antilag") == 3) // client side hitscan
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
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)
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);
169 print("antilag fail\n");
176 self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
179 self.punchangle_x = recoil * -1;
183 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
186 if (self.items & IT_STRENGTH)
188 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
191 void LaserTarget_Think()
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)
202 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
207 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
210 // rocket launcher isn't selected, so no laser target.
211 if(self.lasertarget != world)
213 remove(self.lasertarget);
214 self.lasertarget = world;
219 if(!self.lasertarget)
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
238 e = self.lasertarget;
240 // move the laser dot to where the player is looking
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);
249 e.angles = vectoangles(v_forward);
252 float CL_Weaponentity_CustomizeEntityForClient()
254 self.viewmodelforclient = self.owner;
255 if(other.classname == "spectator")
256 if(other.enemy == self.owner)
257 self.viewmodelforclient = other;
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;
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)
282 void CL_Weaponentity_Think()
285 self.nextthink = time;
286 if (intermission_running)
287 self.frame = self.anim_idle_x;
288 if (self.owner.weaponentity != self)
290 if (self.weaponentity)
291 remove(self.weaponentity);
295 if (self.owner.deadflag != DEAD_NO)
298 if (self.weaponentity)
299 self.weaponentity.model = "";
302 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
304 self.cnt = self.owner.weapon;
305 self.dmg = self.owner.modelindex;
306 self.deadflag = self.owner.deadflag;
311 if (self.owner.weaponname != "")
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
320 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".zym");
321 modelfile = fopen(animfilename, FILE_READ);
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");
337 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
338 animfile = fopen(animfilename, FILE_READ);
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");
349 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
350 animfile = fopen(animfilename, FILE_READ);
352 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
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);
363 print("Parse error in ", animfilename, ", some player animations are broken\n");
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
379 if(qcweaponanimation)
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;
389 self.origin = '0 0 0';
390 self.angles = '0 0 0';
392 self.viewmodelforclient = world;
395 idx = gettagindex(self, "shot");
398 self.movedir = gettaginfo(self, idx);
402 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag\n");
403 self.movedir = '0 0 0';
406 idx = gettagindex(self, "shell");
409 self.spawnorigin = gettaginfo(self, idx);
413 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag\n");
414 self.spawnorigin = self.movedir;
417 self.viewmodelforclient = self.owner;
420 self.view_ofs = '0 0 0';
422 if(self.movedir_x >= 0)
426 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
427 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
430 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
432 // check if an instant weapon switch occurred
433 if (qcweaponanimation)
435 if (self.state == WS_READY)
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));
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);
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;
460 if(self.owner.alpha != 0)
461 self.alpha = self.owner.alpha;
465 self.colormap = self.owner.colormap;
466 if (self.weaponentity)
468 self.weaponentity.effects = self.effects & EF_ADDITIVE;
469 self.weaponentity.alpha = self.alpha;
470 self.weaponentity.colormap = self.colormap;
473 self.angles = '0 0 0';
476 if (self.state == WS_RAISE)
478 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
479 self.angles_x = -90 * f * f;
480 if (qcweaponanimation)
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));
486 else if (self.state == WS_DROP)
488 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
489 self.angles_x = -90 * f * f;
490 if (qcweaponanimation)
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));
496 else if (self.state == WS_CLEAR)
499 self.angles_x = -90 * f * f;
500 if (qcweaponanimation)
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));
506 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
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);
513 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
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);
520 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
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);
527 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
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);
534 else if (qcweaponanimation)
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;
547 // turn gun to the left to look at it
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);
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);
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);
566 // raise the gun a bit
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
629 // create or update the lasertarget entity
633 void CL_ExteriorWeaponentity_Think()
636 self.nextthink = time;
637 if (self.owner.exteriorweaponentity != self)
642 if (self.owner.deadflag != DEAD_NO)
647 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
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
657 if((tag_found = gettagindex(self.owner, "tag_weapon")))
659 self.tag_index = tag_found;
660 self.tag_entity = self.owner;
663 setattachment(self, self.owner, "bip01 r hand");
665 // if that didn't find a tag, hide the exterior weapon model
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;
676 self.colormap = self.owner.colormap;
679 // spawning weaponentity for client
680 void CL_SpawnWeaponentity()
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;
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;
706 .float hasweapon_complain_spam;
708 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
710 local float weaponbit, f;
711 local entity oldself;
713 if(time < self.hasweapon_complain_spam)
716 self.hasweapon_complain_spam = time + 0.2;
718 if (wpn < WEP_FIRST || wpn > WEP_LAST)
721 sprint(self, "Invalid weapon\n");
724 weaponbit = W_WeaponBit(wpn);
725 if (cl.weapons & weaponbit)
729 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
737 f = weapon_action(wpn, WR_CHECKAMMO1);
738 f = f + weapon_action(wpn, WR_CHECKAMMO2);
744 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
753 // Report Proper Weapon Status / Modified Weapon Ownership Message
754 if(weaponsInMap & weaponbit)
756 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
758 if(cvar("g_showweaponspawns"))
763 e = get_weaponinfo(wpn);
766 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
768 if(e.classname == "droppedweapon")
770 if not(e.flags & FL_ITEM)
772 WaypointSprite_Spawn(
784 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
792 if (self.weapon != -1)
794 if (self.weaponentity)
796 self.weaponentity.state = WS_CLEAR;
797 self.weaponentity.effects = 0;
803 if (self.weaponentity)
804 self.weaponentity.state = WS_READY;
805 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
808 // Setup weapon for client (after this raise frame will be launched)
809 void weapon_setup(float windex)
812 qcweaponanimation = cvar("sv_qcweaponanimation");
813 e = get_weaponinfo(windex);
814 self.items &~= IT_AMMO;
815 self.items = self.items | e.items;
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;
823 // perform weapon to attack (weaponstate and attack_finished check is here)
825 float weapon_prepareattack(float secondary, float attacktime)
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) {
834 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
835 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
837 W_SwitchWeapon_Force(self, w_getbestweapon(self));
841 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
844 // do not even think about shooting if switching
845 if(self.switchweapon != self.weapon)
848 // don't fire if previous attack is not finished
850 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
852 // don't fire while changing weapon
853 if (self.weaponentity.state != WS_READY)
855 self.weaponentity.state = WS_INUSE;
857 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
859 // if the weapon hasn't been firing continuously, reset the timer
862 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
864 ATTACK_FINISHED(self) = time;
865 //dprint("resetting attack finished to ", ftos(time), "\n");
867 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
869 self.bulletcounter += 1;
870 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
874 void weapon_thinkf(float fr, float t, void() func)
880 if(fr == WFRAME_DONTCHANGE)
882 fr = self.weaponentity.wframe;
885 else if (fr == WFRAME_IDLE)
894 if (self.weaponentity)
896 self.weaponentity.wframe = fr;
897 if (qcweaponanimation)
899 if (fr != WFRAME_IDLE)
901 self.weapon_morph0time = time;
902 self.weapon_morph0angles = self.weaponentity.angles;
903 self.weapon_morph0origin = self.weaponentity.origin;
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);
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);
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);
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);
925 if (fr == WFRAME_FIRE1)
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
933 else if (fr == WFRAME_FIRE2)
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
941 else if (fr == WFRAME_RELOAD)
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);
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);
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);
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);
975 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
983 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
985 backtrace("Tried to override initial weapon think function - should this really happen?");
990 if(self.runes & RUNE_SPEED)
992 if(self.runes & CURSE_SLOW)
993 t = t * cvar("g_balance_rune_speed_combo_atkrate");
995 t = t * cvar("g_balance_rune_speed_atkrate");
997 else if(self.runes & CURSE_SLOW)
999 t = t * cvar("g_balance_curse_slow_atkrate");
1003 // VorteX: haste can be added here
1004 if (self.weapon_think == w_ready)
1006 self.weapon_nextthink = time;
1007 //dprint("started firing at ", ftos(time), "\n");
1009 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1011 self.weapon_nextthink = time;
1012 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1014 self.weapon_nextthink = self.weapon_nextthink + t;
1015 self.weapon_think = func;
1016 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1020 if (!self.crouch) // shoot anim stands up, this looks bad
1023 anim = self.anim_shoot;
1024 anim_z = anim_y / t;
1025 setanim(self, anim, FALSE, TRUE, TRUE);
1029 void weapon_boblayer1(float spd, vector org)
1031 // VorteX: haste can be added here
1034 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1042 mdirection = normalize(mvelocity);
1043 mspeed = vlen(mvelocity);
1045 nstyle = cvar("g_projectiles_newton_style");
1048 // absolute velocity
1049 outvelocity = mvelocity;
1051 else if(nstyle == 1)
1053 // true Newtonian projectiles
1054 outvelocity = pvelocity + mvelocity;
1056 else if(nstyle == 2)
1058 // true Newtonian projectiles with automatic aim adjustment
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)
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
1074 p = mdirection * pvelocity;
1075 q = pvelocity * pvelocity - mspeed * mspeed;
1079 //dprint("impossible shot, adjusting\n");
1082 outspeed = p + sqrt(D);
1083 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1084 outvelocity = mdirection * outspeed;
1086 else if(nstyle == 3)
1088 // pseudo-Newtonian:
1089 outspeed = mspeed + mdirection * pvelocity;
1090 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1091 outvelocity = mdirection * outspeed;
1093 else if(nstyle == 4)
1096 outspeed = mspeed + vlen(pvelocity);
1097 outvelocity = mdirection * outspeed;
1100 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1105 void W_SetupProjectileVelocity(entity missile)
1107 if(missile.owner == world)
1108 error("Unowned missile");
1110 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);