2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 float W_WeaponRateFactor()
13 t = 1.0 / g_weaponratefactor;
17 if(self.runes & RUNE_SPEED)
19 if(self.runes & CURSE_SLOW)
20 t = t * cvar("g_balance_rune_speed_combo_atkrate");
22 t = t * cvar("g_balance_rune_speed_atkrate");
24 else if(self.runes & CURSE_SLOW)
26 t = t * cvar("g_balance_curse_slow_atkrate");
33 void W_SwitchWeapon_Force(entity e, float w)
35 e.cnt = e.switchweapon;
41 // VorteX: static frame globals
42 float WFRAME_DONTCHANGE = -1;
43 float WFRAME_FIRE1 = 0;
44 float WFRAME_FIRE2 = 1;
45 float WFRAME_IDLE = 2;
46 float WFRAME_RELOAD = 3;
49 void(float fr, float t, void() func) weapon_thinkf;
51 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
54 ret_x = screenright * v;
56 ret_z = screenforward * v;
60 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
63 vector mi, ma, thisv, myv, ret;
65 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
67 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
69 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
72 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
73 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
74 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
75 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
78 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
79 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
80 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
89 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
90 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
91 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
92 ret_z = thisv_z - myv_z;
96 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
102 if(player.hitplotfh >= 0)
104 lag = ANTILAG_LATENCY(player);
107 if(clienttype(player) != CLIENTTYPE_REAL)
108 lag = 0; // only antilag for clients
110 org = player.origin + player.view_ofs;
111 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
112 if(trace_ent.flags & FL_CLIENT)
114 antilag_takeback(trace_ent, time - lag);
115 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
116 antilag_restore(trace_ent);
117 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
118 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
126 // this function calculates w_shotorg and w_shotdir based on the weapon model
127 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
128 // make sure you call makevectors first (FIXME?)
129 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
131 float nudge = 1; // added to traceline target and subtracted from result
132 local vector trueaimpoint;
133 local float oldsolid;
135 oldsolid = ent.dphitcontentsmask;
136 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
137 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent); // no antilag needed
138 trueaimpoint = trace_endpos;
140 // Track max damage and set the stat to be sent later in g_world.qc
141 if not(inWarmupStage)
143 self.max_damage[self.weapon] += maxdamage;
144 self.maxdamage_fired = self.weapon + 64 * rint(self.max_damage[self.weapon]);
147 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
149 if(ent.weaponentity.movedir_x > 0)
151 vecs = ent.weaponentity.movedir;
157 if(debug_shotorg != '0 0 0')
158 vecs = debug_shotorg;
160 dv = v_right * vecs_y + v_up * vecs_z;
161 w_shotorg = ent.origin + ent.view_ofs + dv;
163 // now move the shotorg forward as much as requested if possible
166 if(ent.antilag_debug)
167 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
169 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
172 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
173 w_shotorg = trace_endpos - v_forward * nudge;
174 // calculate the shotdir from the chosen shotorg
175 w_shotdir = normalize(trueaimpoint - w_shotorg);
178 // explanation of g_antilag:
179 // if client reports it was aiming at a player, and the serverside trace
180 // says it would miss, change the aim point to the player's new origin,
181 // but only if the shot at the player's new origin would hit of course
183 // FIXME: a much better method for bullet weapons would be to leave a
184 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
185 // ghost corresponding to this player's ping time, and if so it would do
186 // damage to the real player
188 if (ent.cursor_trace_ent) // client was aiming at someone
189 if (ent.cursor_trace_ent != ent) // just to make sure
190 if (ent.cursor_trace_ent.takedamage) // and that person is killable
191 if (ent.cursor_trace_ent.classname == "player") // and actually a player
192 if (cvar("g_antilag") == 1)
194 // verify that the shot would miss without antilag
195 // (avoids an issue where guns would always shoot at their origin)
196 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
197 if (!trace_ent.takedamage)
199 // verify that the shot would hit if altered
200 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
201 if (trace_ent == ent.cursor_trace_ent)
203 // verify that the shot would hit in the past
204 if(ent.antilag_debug)
205 antilag_takeback(ent.cursor_trace_ent, time - ent.antilag_debug);
207 antilag_takeback(ent.cursor_trace_ent, time - ANTILAG_LATENCY(ent));
209 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
210 antilag_restore(ent.cursor_trace_ent);
212 if(trace_ent == ent.cursor_trace_ent)
215 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
216 dprint("ANTILAG HIT for ", ent.netname, "\n");
220 // prydon cursor aimbot or odd network conditions
221 dprint("WARNING: antilag ghost trace for ", ent.netname, " failed!\n");
224 if(cvar("developer") >= 2)
226 vector v, vplus, vel;
228 v = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) ));
229 vplus = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) + 0.01));
230 vel = (vplus - v) * (1 / 0.01);
231 // solve: v + X * vel = closest to ent.origin + ent.view_ofs, v_forward axis
232 v -= (ent.origin + ent.view_ofs);
233 // solve: v + X * vel = closest to v_forward axis
234 // project into 2D by subtracting v_forward components:
235 v -= (v * v_forward) * v_forward;
236 vel -= (vel * v_forward) * v_forward;
237 // solve: v + X * vel = closest to origin
238 // (v + X * vel)^2 closest to 0
239 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
240 X = -(v * vel) / (vel * vel);
241 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(ent) + X), " instead of ", ftos(ANTILAG_LATENCY(ent)), "\n");
249 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
251 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
252 if (!trace_ent.takedamage)
254 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
255 if (trace_ent.takedamage && trace_ent.classname == "player")
259 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
261 w_shotdir = normalize(trace_ent.origin - w_shotorg);
265 else if(cvar("g_antilag") == 3) // client side hitscan
267 if (ent.cursor_trace_ent) // client was aiming at someone
268 if (ent.cursor_trace_ent != ent) // just to make sure
269 if (ent.cursor_trace_ent.takedamage) // and that person is killable
270 if (ent.cursor_trace_ent.classname == "player") // and actually a player
272 // verify that the shot would miss without antilag
273 // (avoids an issue where guns would always shoot at their origin)
274 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
275 if (!trace_ent.takedamage)
277 // verify that the shot would hit if altered
278 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
279 if (trace_ent == ent.cursor_trace_ent)
280 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
282 print("antilag fail\n");
289 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
292 ent.punchangle_x = recoil * -1;
296 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
299 if (ent.items & IT_STRENGTH)
301 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
304 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
305 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
306 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
308 void LaserTarget_Think()
315 // list of weapons that will use the laser, and the options that enable it
316 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
319 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
324 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
327 // rocket launcher isn't selected, so no laser target.
328 if(self.lasertarget != world)
330 remove(self.lasertarget);
331 self.lasertarget = world;
336 if(!self.lasertarget)
338 // we don't have a lasertarget entity, so spawn one
339 //bprint("create laser target\n");
340 e = self.lasertarget = spawn();
341 e.owner = self.owner; // Its owner is my owner
342 e.classname = "laser_target";
343 e.movetype = MOVETYPE_NOCLIP; // don't touch things
344 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
345 e.scale = 1.25; // make it larger
346 e.alpha = 0.25; // transparency
347 e.colormod = '255 0 0' * (1/255) * 8; // change colors
348 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
349 // make it dynamically glow
350 // you should avoid over-using this, as it can slow down the player's computer.
351 e.glow_color = 251; // red color
355 e = self.lasertarget;
357 // move the laser dot to where the player is looking
359 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
360 offset = '0 0 26' + v_right*3;
361 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
362 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
363 if(trace_plane_normal != '0 0 0')
364 e.angles = vectoangles(trace_plane_normal);
366 e.angles = vectoangles(v_forward);
369 float CL_Weaponentity_CustomizeEntityForClient()
371 self.viewmodelforclient = self.owner;
372 if(other.classname == "spectator")
373 if(other.enemy == self.owner)
374 self.viewmodelforclient = other;
378 float qcweaponanimation;
379 vector weapon_offset = '0 -10 0';
380 vector weapon_adjust = '10 0 -15';
381 .vector weapon_morph0origin;
382 .vector weapon_morph0angles;
383 .float weapon_morph0time;
384 .vector weapon_morph1origin;
385 .vector weapon_morph1angles;
386 .float weapon_morph1time;
387 .vector weapon_morph2origin;
388 .vector weapon_morph2angles;
389 .float weapon_morph2time;
390 .vector weapon_morph3origin;
391 .vector weapon_morph3angles;
392 .float weapon_morph3time;
393 .vector weapon_morph4origin;
394 .vector weapon_morph4angles;
395 .float weapon_morph4time;
397 #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)
402 * 1. simple animated model, muzzlr flash handling on h_ model:
403 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
405 * shot = muzzle end (shot origin, also used for muzzle flashes)
406 * shell = casings ejection point (must be on the right hand side of the gun)
407 * weapon = attachment for v_tuba.md3
408 * v_tuba.md3 - first and third person model
409 * g_tuba.md3 - pickup model
411 * 2. fully animated model, muzzle flash handling on h_ model:
412 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
414 * shot = muzzle end (shot origin, also used for muzzle flashes)
415 * shell = casings ejection point (must be on the right hand side of the gun)
416 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
417 * v_tuba.md3 - third person model
418 * g_tuba.md3 - pickup model
420 * 3. fully animated model, muzzle flash handling on v_ model:
421 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
423 * shot = muzzle end (shot origin)
424 * shell = casings ejection point (must be on the right hand side of the gun)
425 * v_tuba.md3 - third person model
427 * shot = muzzle end (for muzzle flashes)
428 * g_tuba.md3 - pickup model
431 void CL_Weaponentity_Think()
433 float tb, v_shot_idx;
434 self.nextthink = time;
435 if (intermission_running)
436 self.frame = self.anim_idle_x;
437 if (self.owner.weaponentity != self)
439 if (self.weaponentity)
440 remove(self.weaponentity);
444 if (self.owner.deadflag != DEAD_NO)
447 if (self.weaponentity)
448 self.weaponentity.model = "";
451 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
453 self.cnt = self.owner.weapon;
454 self.dmg = self.owner.modelindex;
455 self.deadflag = self.owner.deadflag;
459 if (self.owner.weaponname != "")
461 // if there is a child entity, hide it until we're sure we use it
462 if (self.weaponentity)
463 self.weaponentity.model = "";
464 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
465 v_shot_idx = gettagindex(self, "shot"); // used later
467 if(qcweaponanimation)
469 self.angles = '0 0 0';
470 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
471 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
472 self.movedir_x += 32;
473 self.spawnorigin = self.movedir;
474 // oldorigin - not calculated here
478 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
479 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
480 animfile = fopen(animfilename, FILE_READ);
481 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
482 self.anim_fire1 = '0 1 0.01';
483 self.anim_fire2 = '1 1 0.01';
484 self.anim_idle = '2 1 0.01';
485 self.anim_reload = '3 1 0.01';
488 animparseerror = FALSE;
489 self.anim_fire1 = animparseline(animfile);
490 self.anim_fire2 = animparseline(animfile);
491 self.anim_idle = animparseline(animfile);
492 self.anim_reload = animparseline(animfile);
495 print("Parse error in ", animfilename, ", some player animations are broken\n");
498 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
499 // if we don't, this is a "real" animated model
500 if(gettagindex(self, "weapon"))
502 if (!self.weaponentity)
503 self.weaponentity = spawn();
504 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
505 setattachment(self.weaponentity, self, "weapon");
509 if(self.weaponentity)
510 remove(self.weaponentity);
511 self.weaponentity = world;
514 setorigin(self,'0 0 0');
515 self.angles = '0 0 0';
517 self.viewmodelforclient = world;
520 idx = gettagindex(self, "shot");
523 self.movedir = gettaginfo(self, idx);
527 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
528 self.movedir = '0 0 0';
531 idx = gettagindex(self, "shell");
534 self.spawnorigin = gettaginfo(self, idx);
538 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
539 self.spawnorigin = self.movedir;
544 self.oldorigin = '0 0 0';
548 if(self.weaponentity)
549 idx = gettagindex(self, "weapon");
551 idx = gettagindex(self, "handle");
554 self.oldorigin = self.movedir - gettaginfo(self, idx);
558 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
559 self.oldorigin = '0 0 0'; // there is no way to recover from this
563 self.viewmodelforclient = self.owner;
569 if(self.weaponentity)
570 remove(self.weaponentity);
571 self.weaponentity = world;
572 self.movedir = '0 0 0';
573 self.spawnorigin = '0 0 0';
574 self.oldorigin = '0 0 0';
575 self.anim_fire1 = '0 1 0.01';
576 self.anim_fire2 = '0 1 0.01';
577 self.anim_idle = '0 1 0.01';
578 self.anim_reload = '0 1 0.01';
581 self.view_ofs = '0 0 0';
583 if(self.movedir_x >= 0)
587 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
588 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
590 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
591 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
593 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
595 // check if an instant weapon switch occurred
596 if (qcweaponanimation)
598 if (self.state == WS_READY)
600 self.angles = '0 0 0';
601 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
602 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
606 setorigin(self, self.view_ofs);
607 // reset animstate now
608 self.wframe = WFRAME_IDLE;
609 self.weapon_morph0time = 0;
610 self.weapon_morph1time = 0;
611 self.weapon_morph2time = 0;
612 self.weapon_morph3time = 0;
613 self.weapon_morph4time = 0;
614 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
617 tb = (self.effects & EF_TELEPORT_BIT);
618 self.effects = self.owner.effects & EFMASK_CHEAP;
619 self.effects &~= EF_LOWPRECISION;
620 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
621 self.effects &~= EF_TELEPORT_BIT;
624 if(self.owner.alpha != 0)
625 self.alpha = self.owner.alpha;
629 self.colormap = self.owner.colormap;
630 if (self.weaponentity)
632 self.weaponentity.effects = self.effects;
633 self.weaponentity.alpha = self.alpha;
634 self.weaponentity.colormap = self.colormap;
637 self.angles = '0 0 0';
640 if (self.state == WS_RAISE)
642 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
643 self.angles_x = -90 * f * f;
644 if (qcweaponanimation)
646 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
647 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
650 else if (self.state == WS_DROP)
652 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
653 self.angles_x = -90 * f * f;
654 if (qcweaponanimation)
656 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
657 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
660 else if (self.state == WS_CLEAR)
663 self.angles_x = -90 * f * f;
664 if (qcweaponanimation)
666 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
667 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
670 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
672 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
673 f = 1 - pow(1 - f, 3);
674 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
675 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
677 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
679 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
680 f = 1 - pow(1 - f, 3);
681 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
682 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
684 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
686 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
687 f = 1 - pow(1 - f, 3);
688 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
689 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
691 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
693 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
694 f = 1 - pow(1 - f, 3);
695 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
696 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
698 else if (qcweaponanimation)
700 // begin a new idle morph
701 self.owner.weapon_morph0time = time;
702 self.owner.weapon_morph0angles = self.angles;
703 self.owner.weapon_morph0origin = self.origin;
711 // turn gun to the left to look at it
713 self.owner.weapon_morph1time = time + t * 0.2;
714 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
715 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');
716 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
718 self.owner.weapon_morph2time = time + t * 0.6;
719 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
720 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');
721 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
723 self.owner.weapon_morph3time = time + t;
724 self.owner.weapon_morph3angles = '0 0 0';
725 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');
726 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
730 // raise the gun a bit
732 self.owner.weapon_morph1time = time + t * 0.2;
733 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
734 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');
735 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
737 self.owner.weapon_morph2time = time + t * 0.5;
738 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
739 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');
740 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
742 self.owner.weapon_morph3time = time + t;
743 self.owner.weapon_morph3angles = '0 0 0';
744 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');
745 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
751 self.owner.weapon_morph1time = time + t * 0.3;
752 self.owner.weapon_morph1angles = randomvec() * 6;
753 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');
754 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
756 self.owner.weapon_morph2time = time + t * 0.7;
757 self.owner.weapon_morph2angles = randomvec() * 6;
758 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');
759 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
761 self.owner.weapon_morph3time = time + t;
762 self.owner.weapon_morph3angles = '0 0 0';
763 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');
764 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
768 // hold it mostly steady
769 t = random() * 6 + 4;
770 self.owner.weapon_morph1time = time + t * 0.2;
771 self.owner.weapon_morph1angles = randomvec() * 1;
772 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');
773 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
775 self.owner.weapon_morph2time = time + t * 0.5;
776 self.owner.weapon_morph2angles = randomvec() * 1;
777 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');
778 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
780 self.owner.weapon_morph3time = time + t * 0.7;
781 self.owner.weapon_morph3angles = randomvec() * 1;
782 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');
783 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
786 self.owner.weapon_morph4time = time + t;
787 self.owner.weapon_morph4angles = '0 0 0';
788 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');
789 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
793 // create or update the lasertarget entity
797 void CL_ExteriorWeaponentity_Think()
800 self.nextthink = time;
801 if (self.owner.exteriorweaponentity != self)
806 if (self.owner.deadflag != DEAD_NO)
811 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
813 self.cnt = self.owner.weapon;
814 self.dmg = self.owner.modelindex;
815 self.deadflag = self.owner.deadflag;
816 if (self.owner.weaponname != "")
817 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
821 if((tag_found = gettagindex(self.owner, "tag_weapon")))
823 self.tag_index = tag_found;
824 self.tag_entity = self.owner;
827 setattachment(self, self.owner, "bip01 r hand");
829 // if that didn't find a tag, hide the exterior weapon model
833 self.effects = self.owner.effects | EF_LOWPRECISION;
834 self.effects = self.effects & EFMASK_CHEAP; // eat performance
835 if(self.owner.alpha != 0)
836 self.alpha = self.owner.alpha;
840 self.colormap = self.owner.colormap;
843 // spawning weaponentity for client
844 void CL_SpawnWeaponentity()
846 self.weaponentity = spawn();
847 self.weaponentity.classname = "weaponentity";
848 self.weaponentity.solid = SOLID_NOT;
849 self.weaponentity.owner = self;
850 setmodel(self.weaponentity, ""); // precision set when changed
851 setorigin(self.weaponentity, '0 0 0');
852 self.weaponentity.angles = '0 0 0';
853 self.weaponentity.viewmodelforclient = self;
854 self.weaponentity.flags = 0;
855 self.weaponentity.think = CL_Weaponentity_Think;
856 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
857 self.weaponentity.nextthink = time;
859 self.exteriorweaponentity = spawn();
860 self.exteriorweaponentity.classname = "exteriorweaponentity";
861 self.exteriorweaponentity.solid = SOLID_NOT;
862 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
863 self.exteriorweaponentity.owner = self;
864 setorigin(self.exteriorweaponentity, '0 0 0');
865 self.exteriorweaponentity.angles = '0 0 0';
866 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
867 self.exteriorweaponentity.nextthink = time;
870 .float hasweapon_complain_spam;
872 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
874 local float weaponbit, f;
875 local entity oldself;
877 if(time < self.hasweapon_complain_spam)
880 self.hasweapon_complain_spam = time + 0.2;
882 if (wpn < WEP_FIRST || wpn > WEP_LAST)
885 sprint(self, "Invalid weapon\n");
888 weaponbit = W_WeaponBit(wpn);
889 if (cl.weapons & weaponbit)
893 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
901 f = weapon_action(wpn, WR_CHECKAMMO1);
902 f = f + weapon_action(wpn, WR_CHECKAMMO2);
908 if(clienttype(cl) == CLIENTTYPE_REAL)
910 play2(cl, "weapons/unavailable.wav");
911 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
921 // Report Proper Weapon Status / Modified Weapon Ownership Message
922 if(weaponsInMap & weaponbit)
924 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
926 if(cvar("g_showweaponspawns"))
931 e = get_weaponinfo(wpn);
934 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
936 if(e.classname == "droppedweapon")
938 if not(e.flags & FL_ITEM)
940 WaypointSprite_Spawn(
952 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
954 play2(cl, "weapons/unavailable.wav");
962 if (self.weapon != -1)
964 if (self.weaponentity)
966 self.weaponentity.state = WS_CLEAR;
967 self.weaponentity.effects = 0;
973 if (self.weaponentity)
974 self.weaponentity.state = WS_READY;
975 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
978 // Setup weapon for client (after this raise frame will be launched)
979 void weapon_setup(float windex)
982 qcweaponanimation = cvar("sv_qcweaponanimation");
983 e = get_weaponinfo(windex);
984 self.items &~= IT_AMMO;
985 self.items = self.items | e.items;
987 // the two weapon entities will notice this has changed and update their models
988 self.weapon = windex;
989 self.weaponname = e.mdl;
990 self.bulletcounter = 0;
993 // perform weapon to attack (weaponstate and attack_finished check is here)
995 float weapon_prepareattack(float secondary, float attacktime)
997 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
998 //if all players readied up and the countdown is running
999 if(time < game_starttime || time < self.race_penalty) {
1003 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1004 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1006 W_SwitchWeapon_Force(self, w_getbestweapon(self));
1010 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1013 // do not even think about shooting if switching
1014 if(self.switchweapon != self.weapon)
1017 // don't fire if previous attack is not finished
1019 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
1021 // don't fire while changing weapon
1022 if (self.weaponentity.state != WS_READY)
1024 self.weaponentity.state = WS_INUSE;
1026 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1028 // if the weapon hasn't been firing continuously, reset the timer
1031 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
1033 ATTACK_FINISHED(self) = time;
1034 //dprint("resetting attack finished to ", ftos(time), "\n");
1036 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1038 self.bulletcounter += 1;
1039 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1043 void weapon_thinkf(float fr, float t, void() func)
1049 if(fr == WFRAME_DONTCHANGE)
1051 fr = self.weaponentity.wframe;
1052 restartanim = FALSE;
1054 else if (fr == WFRAME_IDLE)
1055 restartanim = FALSE;
1063 if (self.weaponentity)
1065 self.weaponentity.wframe = fr;
1066 if (qcweaponanimation)
1068 if (fr != WFRAME_IDLE)
1070 self.weapon_morph0time = time;
1071 self.weapon_morph0angles = self.weaponentity.angles;
1072 self.weapon_morph0origin = self.weaponentity.origin;
1074 self.weapon_morph1angles = '0 0 0';
1075 self.weapon_morph1time = time + t;
1076 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1077 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1079 self.weapon_morph2angles = '0 0 0';
1080 self.weapon_morph2time = time + t;
1081 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1082 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1084 self.weapon_morph3angles = '0 0 0';
1085 self.weapon_morph3time = time + t;
1086 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1087 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1089 self.weapon_morph4angles = '0 0 0';
1090 self.weapon_morph4time = time + t;
1091 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1092 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1094 if (fr == WFRAME_FIRE1)
1096 self.weapon_morph1angles = '5 0 0';
1097 self.weapon_morph1time = time + t * 0.1;
1098 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1099 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1100 self.weapon_morph4time = time + t + 1; // delay idle effect
1102 else if (fr == WFRAME_FIRE2)
1104 self.weapon_morph1angles = '10 0 0';
1105 self.weapon_morph1time = time + t * 0.1;
1106 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1107 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1108 self.weapon_morph4time = time + t + 1; // delay idle effect
1110 else if (fr == WFRAME_RELOAD)
1112 self.weapon_morph1time = time + t * 0.05;
1113 self.weapon_morph1angles = '-10 40 0';
1114 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1115 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1117 self.weapon_morph2time = time + t * 0.15;
1118 self.weapon_morph2angles = '-10 40 5';
1119 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1120 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1122 self.weapon_morph3time = time + t * 0.25;
1123 self.weapon_morph3angles = '-10 40 0';
1124 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1125 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1131 if (fr == WFRAME_IDLE)
1132 a = self.weaponentity.anim_idle;
1133 else if (fr == WFRAME_FIRE1)
1134 a = self.weaponentity.anim_fire1;
1135 else if (fr == WFRAME_FIRE2)
1136 a = self.weaponentity.anim_fire2;
1137 else if (fr == WFRAME_RELOAD)
1138 a = self.weaponentity.anim_reload;
1139 a_z *= g_weaponratefactor;
1140 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1148 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1150 backtrace("Tried to override initial weapon think function - should this really happen?");
1153 t *= W_WeaponRateFactor();
1155 // VorteX: haste can be added here
1156 if (self.weapon_think == w_ready)
1158 self.weapon_nextthink = time;
1159 //dprint("started firing at ", ftos(time), "\n");
1161 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1163 self.weapon_nextthink = time;
1164 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1166 self.weapon_nextthink = self.weapon_nextthink + t;
1167 self.weapon_think = func;
1168 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1172 if (!self.crouch) // shoot anim stands up, this looks bad
1175 anim = self.anim_shoot;
1176 anim_z = anim_y / t;
1177 setanim(self, anim, FALSE, TRUE, TRUE);
1181 void weapon_boblayer1(float spd, vector org)
1183 // VorteX: haste can be added here
1186 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1194 mvelocity = mvelocity * g_weaponspeedfactor;
1196 mdirection = normalize(mvelocity);
1197 mspeed = vlen(mvelocity);
1199 nstyle = cvar("g_projectiles_newton_style");
1202 // absolute velocity
1203 outvelocity = mvelocity;
1205 else if(nstyle == 1)
1207 // true Newtonian projectiles
1208 outvelocity = pvelocity + mvelocity;
1210 else if(nstyle == 2)
1212 // true Newtonian projectiles with automatic aim adjustment
1214 // solve: |outspeed * mdirection - pvelocity| = mspeed
1215 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1216 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1220 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1221 // velocity without mdirection component > mspeed
1222 // fire at smallest possible mspeed that works?
1223 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1226 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1228 outspeed = solution_y; // the larger one
1231 //outspeed = 0; // slowest possible shot
1232 outspeed = solution_x; // the real part (that is, the average!)
1233 //dprint("impossible shot, adjusting\n");
1236 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1237 outvelocity = mdirection * outspeed;
1239 else if(nstyle == 3)
1241 // pseudo-Newtonian:
1242 outspeed = mspeed + mdirection * pvelocity;
1243 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1244 outvelocity = mdirection * outspeed;
1246 else if(nstyle == 4)
1249 outspeed = mspeed + vlen(pvelocity);
1250 outvelocity = mdirection * outspeed;
1253 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1258 void W_SetupProjectileVelocity(entity missile)
1260 if(missile.owner == world)
1261 error("Unowned missile");
1263 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1266 void W_AttachToShotorg(entity flash, vector offset)
1270 flash.angles_z = random() * 360;
1271 if(qcweaponanimation)
1273 setorigin(flash, w_shotorg + w_shotdir * 50);
1274 flash.angles = vectoangles(w_shotdir);
1275 flash.angles_z = random() * 360;
1279 setattachment(flash, self.weaponentity, "shot");
1280 setorigin(flash, offset);
1283 copyentity(flash, xflash);
1285 flash.viewmodelforclient = self;
1287 if(self.weaponentity.oldorigin_x > 0)
1289 setattachment(xflash, self.exteriorweaponentity, "");
1290 setorigin(xflash, self.weaponentity.oldorigin + offset);
1294 setattachment(xflash, self.exteriorweaponentity, "shot");