2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
12 // VorteX: static frame globals
13 float WFRAME_FIRE1 = 0;
14 float WFRAME_FIRE2 = 1;
15 float WFRAME_IDLE = 2;
17 void(float fr, float t, void() func) weapon_thinkf;
22 // this function calculates w_shotorg and w_shotdir based on the weapon model
23 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
24 // make sure you call makevectors first (FIXME?)
25 void(entity ent, vector vecs, float antilag, float recoil, string snd) W_SetupShot =
27 local vector trueaimpoint;
28 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
29 trueaimpoint = trace_endpos;
31 if (cvar("g_shootfromeye"))
32 w_shotorg = ent.origin + ent.view_ofs;
33 else if (cvar("g_shootfromcenter"))
34 w_shotorg = ent.origin + ent.view_ofs + '0 0 1' * vecs_z;
36 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
37 // now move the shotorg forward as much as requested if possible
38 traceline_hitcorpse(w_shotorg, w_shotorg + v_forward * vecs_x, MOVE_NORMAL, self);
39 w_shotorg = trace_endpos;
40 // calculate the shotdir from the chosen shotorg
41 w_shotdir = normalize(trueaimpoint - w_shotorg);
43 // explanation of g_antilag:
44 // if client reports it was aiming at a player, and the serverside trace
45 // says it would miss, change the aim point to the player's new origin,
46 // but only if the shot at the player's new origin would hit of course
48 // FIXME: a much better method for bullet weapons would be to leave a
49 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
50 // ghost corresponding to this player's ping time, and if so it would do
51 // damage to the real player
53 if (self.cursor_trace_ent) // client was aiming at someone
54 if (self.cursor_trace_ent != self) // just to make sure
55 if (self.cursor_trace_ent.takedamage) // and that person is killable
56 if (cvar("g_antilag"))
58 // verify that the shot would miss without antilag
59 // (avoids an issue where guns would always shoot at their origin)
60 traceline_hitcorpse(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
61 if (!trace_ent.takedamage)
63 // verify that the shot would hit if altered
64 traceline_hitcorpse(self, w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
65 if (trace_ent == self.cursor_trace_ent)
67 // verify that the shot would hit in the past
68 if(self.antilag_debug)
69 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
71 antilag_takeback(self.cursor_trace_ent, time - self.ping * 0.001);
73 traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
74 antilag_restore(self.cursor_trace_ent);
76 if(trace_ent == self.cursor_trace_ent)
79 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
80 dprint("ANTILAG HIT for ", self.netname, "\n");
84 // prydon cursor aimbot or odd network conditions
85 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
88 if(cvar("developer") >= 2)
92 v = antilag_takebackorigin(self.cursor_trace_ent, time - (self.ping * 0.001 ));
93 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (self.ping * 0.001 + 0.01));
94 vel = (vplus - v) * (1 / 0.01);
95 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
96 v -= (self.origin + self.view_ofs);
97 // solve: v + X * vel = closest to v_forward axis
98 // project into 2D by subtracting v_forward components:
99 v -= (v * v_forward) * v_forward;
100 vel -= (vel * v_forward) * v_forward;
101 // solve: v + X * vel = closest to origin
102 // (v + X * vel)^2 closest to 0
103 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
104 X = -(v * vel) / (vel * vel);
105 dprint("dead center needs adjustment of ", ftos(X * 1000), " (that is, ", ftos(self.ping + X * 1000), " instead of ", ftos(self.ping), "\n");
112 self.punchangle_x = recoil * -1;
115 sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
117 if (self.items & IT_STRENGTH)
119 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", 1, ATTN_NORM);
122 void LaserTarget_Think()
129 // list of weapons that will use the laser, and the options that enable it
130 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
133 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
138 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
141 // rocket launcher isn't selected, so no laser target.
142 if(self.lasertarget != world)
144 remove(self.lasertarget);
145 self.lasertarget = world;
150 if(!self.lasertarget)
152 // we don't have a lasertarget entity, so spawn one
153 //bprint("create laser target\n");
154 e = self.lasertarget = spawn();
155 e.owner = self.owner; // Its owner is my owner
156 e.classname = "laser_target";
157 e.movetype = MOVETYPE_NOCLIP; // don't touch things
158 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
159 e.scale = 1.25; // make it larger
160 e.alpha = 0.25; // transparency
161 e.colormod = '255 0 0' * (1/255) * 8; // change colors
162 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
163 // make it dynamically glow
164 // you should avoid over-using this, as it can slow down the player's computer.
165 e.glow_color = 251; // red color
169 e = self.lasertarget;
171 // move the laser dot to where the player is looking
173 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
174 offset = '0 0 26' + v_right*3;
175 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
176 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
177 if(trace_plane_normal != '0 0 0')
178 e.angles = vectoangles(trace_plane_normal);
180 e.angles = vectoangles(v_forward);
183 float CL_Weaponentity_CustomizeEntityForClient()
185 self.viewmodelforclient = self.owner;
186 if(other.classname == "spectator")
187 if(other.enemy == self.owner)
188 self.viewmodelforclient = other;
193 void() CL_Weaponentity_Think =
195 self.nextthink = time;
196 if (intermission_running)
197 self.frame = WFRAME_IDLE;
198 if (self.owner.weaponentity != self)
203 if (self.owner.deadflag != DEAD_NO)
208 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
210 self.cnt = self.owner.weapon;
211 self.dmg = self.owner.modelindex;
212 self.deadflag = self.owner.deadflag;
213 if (self.owner.weaponname != "")
214 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
218 self.effects = self.owner.effects | EF_LOWPRECISION;
219 self.effects = self.effects - (self.effects & (EF_FULLBRIGHT)); // can mask team color, so get rid of it
221 if (self.flags & FL_FLY)
222 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
223 self.effects = self.effects - (self.effects & EF_NODRAW);
225 if(self.owner.alpha >= 0)
226 self.alpha = self.owner.alpha;
229 self.colormap = self.owner.colormap;
231 self.angles = '0 0 0';
234 if (self.state == WS_RAISE)
235 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
236 else if (self.state == WS_DROP)
237 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
238 else if (self.state == WS_CLEAR)
240 self.angles_x = -90 * f * f;
242 // create or update the lasertarget entity
246 void() CL_ExteriorWeaponentity_Think =
249 self.nextthink = time;
250 if (self.owner.exteriorweaponentity != self)
255 if (self.owner.deadflag != DEAD_NO)
260 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
262 self.cnt = self.owner.weapon;
263 self.dmg = self.owner.modelindex;
264 self.deadflag = self.owner.deadflag;
265 if (self.owner.weaponname != "")
266 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
270 if((tag_found = gettagindex(self.owner, "tag_weapon")))
272 self.tag_index = tag_found;
273 self.tag_entity = self.owner;
276 setattachment(self, self.owner, "bip01 r hand");
278 // if that didn't find a tag, hide the exterior weapon model
282 self.effects = self.owner.effects | EF_LOWPRECISION;
283 self.effects = self.effects - (self.effects & (EF_BLUE | EF_RED)); // eat performance
284 if(self.owner.alpha >= 0)
285 self.alpha = self.owner.alpha;
288 self.colormap = self.owner.colormap;
291 // spawning weaponentity for client
292 void() CL_SpawnWeaponentity =
294 self.weaponentity = spawn();
295 self.weaponentity.solid = SOLID_NOT;
296 self.weaponentity.owner = self;
297 self.weaponentity.weaponentity = self.weaponentity;
298 setmodel(self.weaponentity, ""); // precision set when changed
299 self.weaponentity.origin = '0 0 0';
300 self.weaponentity.angles = '0 0 0';
301 self.weaponentity.viewmodelforclient = self;
302 self.weaponentity.flags = 0;
303 self.weaponentity.think = CL_Weaponentity_Think;
304 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
305 self.weaponentity.nextthink = time;
306 self.weaponentity.scale = 0.61;
308 self.exteriorweaponentity = spawn();
309 self.exteriorweaponentity.solid = SOLID_NOT;
310 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
311 self.exteriorweaponentity.owner = self;
312 self.exteriorweaponentity.origin = '0 0 0';
313 self.exteriorweaponentity.angles = '0 0 0';
314 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
315 self.exteriorweaponentity.nextthink = time;
318 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
320 local float itemcode, f;
321 local entity oldself;
323 if (wpn < WEP_FIRST || wpn > WEP_LAST)
326 sprint(self, "Invalid weapon\n");
329 itemcode = W_ItemCode(wpn);
330 if (cl.items & itemcode)
336 f = weapon_action(wpn, WR_CHECKAMMO1);
337 f = f + weapon_action(wpn, WR_CHECKAMMO2);
342 sprint(self, "You don't have any ammo for that weapon\n");
351 // Report Proper Weapon Status / Modified Weapon Ownership Message
352 if(itemsInMap & itemcode)
353 sprint(self, strcat("You do not have the ^2", W_Name(wpn), "\n") );
355 sprint(self, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
363 if (self.weapon != -1)
365 if (self.weaponentity)
367 self.weaponentity.state = WS_CLEAR;
368 // self.weaponname = ""; // next frame will setmodel it to "" when needed anyway
369 self.weaponentity.effects = 0;
375 if (self.weaponentity)
377 self.weaponentity.state = WS_READY;
378 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
382 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
383 float(entity e) w_getbestweapon
384 {// add new weapons here
385 if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
386 return WEP_ROCKET_LAUNCHER;
387 else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
389 else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
391 else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
392 return WEP_GRENADE_LAUNCHER;
393 else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
395 else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
397 else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
399 else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
401 else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
407 // Setup weapon for client (after this raise frame will be launched)
408 void(float windex, string wname, float hudammo) weapon_setup =
410 self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
411 self.items = self.items | hudammo;
413 // the two weapon entities will notice this has changed and update their models
414 self.weapon = windex;
415 self.weaponname = wname;
418 // perform weapon to attack (weaponstate and attack_finished check is here)
419 float(float secondary, float attacktime) weapon_prepareattack =
421 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
423 self.switchweapon = w_getbestweapon(self);
424 if (self.switchweapon != self.weapon)
425 self.cnt = self.weapon;
428 // don't fire if previous attack is not finished
429 if (ATTACK_FINISHED(self) > time)
431 // don't fire while changing weapon
432 if (self.weaponentity.state != WS_READY)
434 self.weaponentity.state = WS_INUSE;
435 // if the weapon hasn't been firing continuously, reset the timer
436 if (ATTACK_FINISHED(self) < time - frametime)
437 ATTACK_FINISHED(self) = time;
438 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
442 void(float fr, float t, void() func) weapon_thinkf =
446 if (self.weaponentity != world)
447 self.weaponentity.frame = fr;
450 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
452 backtrace("Tried to override initial weapon think function - should this really happen?");
457 if(self.runes & RUNE_SPEED)
459 if(self.runes & CURSE_SLOW)
460 t = t * cvar("g_balance_rune_speed_combo_atkrate");
462 t = t * cvar("g_balance_rune_speed_atkrate");
464 else if(self.runes & CURSE_SLOW)
466 t = t * cvar("g_balance_curse_slow_atkrate");
470 // VorteX: haste can be added here
471 if (self.weapon_nextthink < time - frametime)
472 self.weapon_nextthink = time;
473 self.weapon_nextthink = self.weapon_nextthink + t;
474 self.weapon_think = func;
476 if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
478 if (!self.crouch) // shoot anim stands up, this looks bad
481 anim = self.anim_shoot;
483 player_setanim(anim, FALSE, TRUE, TRUE);
487 void(float spd, vector org) weapon_boblayer1 =
489 // VorteX: haste can be added here
492 vector(vector pvelocity, vector mvelocity) W_CalculateProjectileVelocity =
500 mdirection = normalize(mvelocity);
501 mspeed = vlen(mvelocity);
503 nstyle = cvar("g_projectiles_newton_style");
507 outvelocity = mvelocity;
511 // true Newtonian projectiles
512 outvelocity = pvelocity + mvelocity;
516 // true Newtonian projectiles with automatic aim adjustment
518 // solve: |outspeed * mdirection - pvelocity| = mspeed
519 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
520 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
524 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
525 // velocity without mdirection component > mspeed
526 // fire at smallest possible mspeed that works?
527 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
532 p = mdirection * pvelocity;
533 q = pvelocity * pvelocity - mspeed * mspeed;
537 //dprint("impossible shot, adjusting\n");
540 outspeed = p + sqrt(D);
541 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
542 outvelocity = mdirection * outspeed;
547 outspeed = mspeed + mdirection * pvelocity;
548 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
549 outvelocity = mdirection * outspeed;
554 outspeed = mspeed + vlen(pvelocity);
555 outvelocity = mdirection * outspeed;
558 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
563 void(entity missile) W_SetupProjectileVelocity =
565 if(missile.owner == world)
566 error("Unowned missile");
568 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
571 void(float wepcode, float minammo) weapon_register =
575 s = strcat("register_bestweapon ", ftos(wepcode), " "); // char for bestweapon
576 s = strcat(s, ftos(wepcode), " "); // impulse
577 s = strcat(s, ftos(W_ItemCode(wepcode)), " "); // item code
578 s = strcat(s, ftos(wepcode), " "); // self.weapon code
581 itemcode = W_AmmoItemCode(wepcode);
582 if(itemcode == IT_SHELLS)
584 else if(itemcode == IT_NAILS)
586 else if(itemcode == IT_ROCKETS)
588 else // if(itemcode == IT_CELLS)
591 s = strcat(s, ftos(minammo), "\n");