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fix running guns
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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
23                         else
24                                 t = t * cvar("g_balance_rune_speed_atkrate");
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * cvar("g_balance_curse_slow_atkrate");
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39 }
40
41 .float antilag_debug;
42
43 // VorteX: static frame globals
44 float WFRAME_DONTCHANGE = -1;
45 float WFRAME_FIRE1 = 0;
46 float WFRAME_FIRE2 = 1;
47 float WFRAME_IDLE = 2;
48 float WFRAME_RELOAD = 3;
49 .float wframe;
50
51 void(float fr, float t, void() func) weapon_thinkf;
52
53 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
54 {
55         vector ret;
56         ret_x = screenright * v;
57         ret_y = screenup * v;
58         ret_z = screenforward * v;
59         return ret;
60 }
61
62 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
63 {
64         float i, j, k;
65         vector mi, ma, thisv, myv, ret;
66
67         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
68
69         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
70
71         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
72         {
73                 thisv = targ.origin;
74                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
75                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
76                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
77                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
78                 if(i || j || k)
79                 {
80                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
81                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
82                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
83                 }
84                 else
85                 {
86                         // first run
87                         mi = ma = thisv;
88                 }
89         }
90
91         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
92         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
93         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
94         ret_z = thisv_z - myv_z;
95         return ret;
96 }
97
98 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
99 {
100         vector hitplot;
101         vector org;
102         float lag;
103
104         if(player.hitplotfh >= 0)
105         {
106                 lag = ANTILAG_LATENCY(player);
107                 if(lag < 0.001)
108                         lag = 0;
109                 if(clienttype(player) != CLIENTTYPE_REAL)
110                         lag = 0; // only antilag for clients
111
112                 org = player.origin + player.view_ofs;
113                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
114                 if(trace_ent.flags & FL_CLIENT)
115                 {
116                         antilag_takeback(trace_ent, time - lag);
117                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
118                         antilag_restore(trace_ent);
119                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
120                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
121                 }
122         }
123 }
124
125 vector w_shotorg;
126 vector w_shotdir;
127
128 // this function calculates w_shotorg and w_shotdir based on the weapon model
129 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
130 // make sure you call makevectors first (FIXME?)
131 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
132 {
133         float nudge = 1; // added to traceline target and subtracted from result
134         local vector trueaimpoint;
135         local float oldsolid;
136         vector vecs, dv;
137         oldsolid = ent.dphitcontentsmask;
138         if(ent.weapon == WEP_CAMPINGRIFLE)
139                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
140         else
141                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142         if(antilag)
143                 traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
144                 // passing world, because we do NOT want it to touch dphitcontentsmask
145         else
146                 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
147         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148         trueaimpoint = trace_endpos;
149
150         // Track max damage and set the stat to be sent later in g_world.qc
151         if not(inWarmupStage)
152         {
153                 ent.max_damage[ent.weapon] += maxdamage;
154                 ent.maxdamage_fired = ent.weapon + 64 * rint(ent.max_damage[ent.weapon]);
155         }
156
157         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
158
159         if(ent.weaponentity.movedir_x > 0)
160         {
161                 vecs = ent.weaponentity.movedir;
162                 vecs_y = -vecs_y;
163         }
164         else
165                 vecs = '0 0 0';
166
167         if(debug_shotorg != '0 0 0')
168                 vecs = debug_shotorg;
169
170         dv = v_right * vecs_y + v_up * vecs_z;
171         w_shotorg = ent.origin + ent.view_ofs + dv;
172
173         // now move the shotorg forward as much as requested if possible
174         if(antilag)
175         {
176                 if(ent.antilag_debug)
177                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
178                 else
179                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
180         }
181         else
182                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
183         w_shotorg = trace_endpos - v_forward * nudge;
184         // calculate the shotdir from the chosen shotorg
185         w_shotdir = normalize(trueaimpoint - w_shotorg);
186
187         if (antilag)
188         if (!ent.cvar_cl_noantilag)
189         {
190                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
191                 {
192                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
193                         if (!trace_ent.takedamage)
194                         {
195                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
196                                 if (trace_ent.takedamage && trace_ent.classname == "player")
197                                 {
198                                         entity e;
199                                         e = trace_ent;
200                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
201                                         if(trace_ent == e)
202                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
203                                 }
204                         }
205                 }
206                 else if(cvar("g_antilag") == 3) // client side hitscan
207                 {
208                         if (ent.cursor_trace_ent)                 // client was aiming at someone
209                         if (ent.cursor_trace_ent != ent)         // just to make sure
210                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
211                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
212                         {
213                                 // verify that the shot would miss without antilag
214                                 // (avoids an issue where guns would always shoot at their origin)
215                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
216                                 if (!trace_ent.takedamage)
217                                 {
218                                         // verify that the shot would hit if altered
219                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
220                                         if (trace_ent == ent.cursor_trace_ent)
221                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
222                                         else
223                                                 print("antilag fail\n");
224                                 }
225                         }
226                 }
227         }
228
229         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
230
231         if (!g_norecoil)
232                 ent.punchangle_x = recoil * -1;
233
234         if (snd != "")
235         {
236                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
237         }
238
239         if (ent.items & IT_STRENGTH)
240         if (!g_minstagib)
241                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
242 };
243
244 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
245 #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)
246 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
247
248 void LaserTarget_Think()
249 {
250         entity e;
251         vector offset;
252         float uselaser;
253         uselaser = 0;
254
255         // list of weapons that will use the laser, and the options that enable it
256         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
257                 uselaser = 1;
258         // example
259         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
260         //      uselaser = 1;
261
262
263
264         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
265         if(!uselaser)
266         {
267                 // rocket launcher isn't selected, so no laser target.
268                 if(self.lasertarget != world)
269                 {
270                         remove(self.lasertarget);
271                         self.lasertarget = world;
272                 }
273                 return;
274         }
275
276         if(!self.lasertarget)
277         {
278                 // we don't have a lasertarget entity, so spawn one
279                 //bprint("create laser target\n");
280                 e = self.lasertarget = spawn();
281                 e.owner = self.owner;                   // Its owner is my owner
282                 e.classname = "laser_target";
283                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
284                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
285                 e.scale = 1.25;                         // make it larger
286                 e.alpha = 0.25;                         // transparency
287                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
288                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
289                 // make it dynamically glow
290                 // you should avoid over-using this, as it can slow down the player's computer.
291                 e.glow_color = 251; // red color
292                 e.glow_size = 12;
293         }
294         else
295                 e = self.lasertarget;
296
297         // move the laser dot to where the player is looking
298
299         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
300         offset = '0 0 26' + v_right*3;
301         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
302         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
303         if(trace_plane_normal != '0 0 0')
304                 e.angles = vectoangles(trace_plane_normal);
305         else
306                 e.angles = vectoangles(v_forward);
307 }
308
309 float CL_Weaponentity_CustomizeEntityForClient()
310 {
311         self.viewmodelforclient = self.owner;
312         if(other.classname == "spectator")
313                 if(other.enemy == self.owner)
314                         self.viewmodelforclient = other;
315         return TRUE;
316 }
317
318 float qcweaponanimation;
319 vector weapon_offset = '0 -10 0';
320 vector weapon_adjust = '10 0 -15';
321 .vector weapon_morph0origin;
322 .vector weapon_morph0angles;
323 .float  weapon_morph0time;
324 .vector weapon_morph1origin;
325 .vector weapon_morph1angles;
326 .float  weapon_morph1time;
327 .vector weapon_morph2origin;
328 .vector weapon_morph2angles;
329 .float  weapon_morph2time;
330 .vector weapon_morph3origin;
331 .vector weapon_morph3angles;
332 .float  weapon_morph3time;
333 .vector weapon_morph4origin;
334 .vector weapon_morph4angles;
335 .float  weapon_morph4time;
336 .string weaponname;
337 #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)
338
339 /*
340  * supported formats:
341  *
342  * 1. simple animated model, muzzlr flash handling on h_ model:
343  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
344  *      tags:
345  *        shot = muzzle end (shot origin, also used for muzzle flashes)
346  *        shell = casings ejection point (must be on the right hand side of the gun)
347  *        weapon = attachment for v_tuba.md3
348  *    v_tuba.md3 - first and third person model
349  *    g_tuba.md3 - pickup model
350  *
351  * 2. fully animated model, muzzle flash handling on h_ model:
352  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
353  *      tags:
354  *        shot = muzzle end (shot origin, also used for muzzle flashes)
355  *        shell = casings ejection point (must be on the right hand side of the gun)
356  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
357  *    v_tuba.md3 - third person model
358  *    g_tuba.md3 - pickup model
359  *
360  * 3. fully animated model, muzzle flash handling on v_ model:
361  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
362  *      tags:
363  *        shot = muzzle end (shot origin)
364  *        shell = casings ejection point (must be on the right hand side of the gun)
365  *    v_tuba.md3 - third person model
366  *      tags:
367  *        shot = muzzle end (for muzzle flashes)
368  *    g_tuba.md3 - pickup model
369  */
370
371 void CL_Weaponentity_Think()
372 {
373         float tb, v_shot_idx;
374         self.nextthink = time;
375         if (intermission_running)
376                 self.frame = self.anim_idle_x;
377         if (self.owner.weaponentity != self)
378         {
379                 if (self.weaponentity)
380                         remove(self.weaponentity);
381                 remove(self);
382                 return;
383         }
384         if (self.owner.deadflag != DEAD_NO)
385         {
386                 self.model = "";
387                 if (self.weaponentity)
388                         self.weaponentity.model = "";
389                 return;
390         }
391         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
392         {
393                 self.cnt = self.owner.weapon;
394                 self.dmg = self.owner.modelindex;
395                 self.deadflag = self.owner.deadflag;
396
397                 string animfilename;
398                 float animfile;
399                 if (self.owner.weaponname != "")
400                 {
401                         // if there is a child entity, hide it until we're sure we use it
402                         if (self.weaponentity)
403                                 self.weaponentity.model = "";
404                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
405                         v_shot_idx = gettagindex(self, "shot"); // used later
406
407                         if(qcweaponanimation)
408                         {
409                                 self.angles = '0 0 0';
410                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
411                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
412                                 self.movedir_x += 32;
413                                 self.spawnorigin = self.movedir;
414                                 // oldorigin - not calculated here
415                         }
416                         else
417                         {
418                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
419                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
420                                 animfile = fopen(animfilename, FILE_READ);
421                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
422                                 self.anim_fire1  = '0 1 0.01';
423                                 self.anim_fire2  = '1 1 0.01';
424                                 self.anim_idle   = '2 1 0.01';
425                                 self.anim_reload = '3 1 0.01';
426                                 if (animfile >= 0)
427                                 {
428                                         animparseerror = FALSE;
429                                         self.anim_fire1  = animparseline(animfile);
430                                         self.anim_fire2  = animparseline(animfile);
431                                         self.anim_idle   = animparseline(animfile);
432                                         self.anim_reload = animparseline(animfile);
433                                         fclose(animfile);
434                                         if (animparseerror)
435                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");
436                                 }
437
438                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
439                                 // if we don't, this is a "real" animated model
440                                 if(gettagindex(self, "weapon"))
441                                 {
442                                         if (!self.weaponentity)
443                                                 self.weaponentity = spawn();
444                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
445                                         setattachment(self.weaponentity, self, "weapon");
446                                 }
447                                 else
448                                 {
449                                         if(self.weaponentity)
450                                                 remove(self.weaponentity);
451                                         self.weaponentity = world;
452                                 }
453
454                                 setorigin(self,'0 0 0');
455                                 self.angles = '0 0 0';
456                                 self.frame = 0;
457                                 self.viewmodelforclient = world;
458
459                                 float idx;
460                                 idx = gettagindex(self, "shot");
461                                 if(idx)
462                                 {
463                                         self.movedir = gettaginfo(self, idx);
464                                 }
465                                 else
466                                 {
467                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
468                                         self.movedir = '0 0 0';
469                                 }
470
471                                 idx = gettagindex(self, "shell");
472                                 if(idx)
473                                 {
474                                         self.spawnorigin = gettaginfo(self, idx);
475                                 }
476                                 else
477                                 {
478                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
479                                         self.spawnorigin = self.movedir;
480                                 }
481
482                                 if(v_shot_idx)
483                                 {
484                                         self.oldorigin = '0 0 0';
485                                 }
486                                 else
487                                 {
488                                         if(self.weaponentity)
489                                                 idx = gettagindex(self, "weapon");
490                                         else
491                                                 idx = gettagindex(self, "handle");
492                                         if(idx)
493                                         {
494                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
495                                         }
496                                         else
497                                         {
498                                                 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");
499                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this
500                                         }
501                                 }
502
503                                 self.viewmodelforclient = self.owner;
504                         }
505                 }
506                 else
507                 {
508                         self.model = "";
509                         if(self.weaponentity)
510                                 remove(self.weaponentity);
511                         self.weaponentity = world;
512                         self.movedir = '0 0 0';
513                         self.spawnorigin = '0 0 0';
514                         self.oldorigin = '0 0 0';
515                         self.anim_fire1  = '0 1 0.01';
516                         self.anim_fire2  = '0 1 0.01';
517                         self.anim_idle   = '0 1 0.01';
518                         self.anim_reload = '0 1 0.01';
519                 }
520
521                 self.view_ofs = '0 0 0';
522
523                 if(self.movedir_x >= 0)
524                 {
525                         vector v0;
526                         v0 = self.movedir;
527                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);
528                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
529                 }
530                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
531                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
532
533                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
534
535                 // check if an instant weapon switch occurred
536                 if (qcweaponanimation)
537                 {
538                         if (self.state == WS_READY)
539                         {
540                                 self.angles = '0 0 0';
541                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
542                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
543                         }
544                 }
545                 else
546                         setorigin(self, self.view_ofs);
547                 // reset animstate now
548                 self.wframe = WFRAME_IDLE;
549                 self.weapon_morph0time = 0;
550                 self.weapon_morph1time = 0;
551                 self.weapon_morph2time = 0;
552                 self.weapon_morph3time = 0;
553                 self.weapon_morph4time = 0;
554                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
555         }
556
557         tb = (self.effects & EF_TELEPORT_BIT);
558         self.effects = self.owner.effects & EFMASK_CHEAP;
559         self.effects &~= EF_LOWPRECISION;
560         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
561         self.effects &~= EF_TELEPORT_BIT;
562         self.effects |= tb;
563
564         if(self.owner.alpha == default_player_alpha)
565                 self.alpha = default_weapon_alpha;
566         else if(self.owner.alpha != 0)
567                 self.alpha = self.owner.alpha;
568         else
569                 self.alpha = 1;
570
571         self.colormap = self.owner.colormap;
572         if (self.weaponentity)
573         {
574                 self.weaponentity.effects = self.effects;
575                 self.weaponentity.alpha = self.alpha;
576                 self.weaponentity.colormap = self.colormap;
577         }
578
579         self.angles = '0 0 0';
580         local float f;
581         f = 0;
582         if (self.state == WS_RAISE && !intermission_running)
583         {
584                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
585                 self.angles_x = -90 * f * f;
586                 if (qcweaponanimation)
587                 {
588                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
589                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
590                 }
591         }
592         else if (self.state == WS_DROP && !intermission_running)
593         {
594                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
595                 self.angles_x = -90 * f * f;
596                 if (qcweaponanimation)
597                 {
598                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
599                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
600                 }
601         }
602         else if (self.state == WS_CLEAR)
603         {
604                 f = 1;
605                 self.angles_x = -90 * f * f;
606                 if (qcweaponanimation)
607                 {
608                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
609                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
610                 }
611         }
612         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
613         {
614                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
615                 f = 1 - pow(1 - f, 3);
616                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
617                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
618         }
619         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
620         {
621                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
622                 f = 1 - pow(1 - f, 3);
623                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
624                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
625         }
626         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
627         {
628                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
629                 f = 1 - pow(1 - f, 3);
630                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
631                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
632         }
633         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
634         {
635                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
636                 f = 1 - pow(1 - f, 3);
637                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
638                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
639         }
640         else if (qcweaponanimation)
641         {
642                 // begin a new idle morph
643                 self.owner.weapon_morph0time   = time;
644                 self.owner.weapon_morph0angles = self.angles;
645                 self.owner.weapon_morph0origin = self.origin;
646
647                 float r;
648                 float t;
649
650                 r = random();
651                 if (r < 0.1)
652                 {
653                         // turn gun to the left to look at it
654                         t = 2;
655                         self.owner.weapon_morph1time   = time + t * 0.2;
656                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
657                         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');
658                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
659
660                         self.owner.weapon_morph2time   = time + t * 0.6;
661                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
662                         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');
663                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
664
665                         self.owner.weapon_morph3time   = time + t;
666                         self.owner.weapon_morph3angles = '0 0 0';
667                         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');
668                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
669                 }
670                 else if (r < 0.2)
671                 {
672                         // raise the gun a bit
673                         t = 2;
674                         self.owner.weapon_morph1time   = time + t * 0.2;
675                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
676                         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');
677                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
678
679                         self.owner.weapon_morph2time   = time + t * 0.5;
680                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
681                         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');
682                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
683
684                         self.owner.weapon_morph3time   = time + t;
685                         self.owner.weapon_morph3angles = '0 0 0';
686                         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');
687                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
688                 }
689                 else if (r < 0.3)
690                 {
691                         // tweak it a bit
692                         t = 5;
693                         self.owner.weapon_morph1time   = time + t * 0.3;
694                         self.owner.weapon_morph1angles = randomvec() * 6;
695                         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');
696                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
697
698                         self.owner.weapon_morph2time   = time + t * 0.7;
699                         self.owner.weapon_morph2angles = randomvec() * 6;
700                         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');
701                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
702
703                         self.owner.weapon_morph3time   = time + t;
704                         self.owner.weapon_morph3angles = '0 0 0';
705                         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');
706                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
707                 }
708                 else
709                 {
710                         // hold it mostly steady
711                         t = random() * 6 + 4;
712                         self.owner.weapon_morph1time   = time + t * 0.2;
713                         self.owner.weapon_morph1angles = randomvec() * 1;
714                         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');
715                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
716
717                         self.owner.weapon_morph2time   = time + t * 0.5;
718                         self.owner.weapon_morph2angles = randomvec() * 1;
719                         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');
720                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
721
722                         self.owner.weapon_morph3time   = time + t * 0.7;
723                         self.owner.weapon_morph3angles = randomvec() * 1;
724                         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');
725                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
726                 }
727
728                 self.owner.weapon_morph4time   = time + t;
729                 self.owner.weapon_morph4angles = '0 0 0';
730                 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');
731                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
732
733         }
734
735         // create or update the lasertarget entity
736         LaserTarget_Think();
737 };
738
739 void CL_ExteriorWeaponentity_Think()
740 {
741         float tag_found;
742         vector ang;
743         self.nextthink = time;
744         if (self.owner.exteriorweaponentity != self)
745         {
746                 remove(self);
747                 return;
748         }
749         if (self.owner.deadflag != DEAD_NO)
750         {
751                 self.model = "";
752                 return;
753         }
754         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
755         {
756                 self.cnt = self.owner.weapon;
757                 self.dmg = self.owner.modelindex;
758                 self.deadflag = self.owner.deadflag;
759                 if (self.owner.weaponname != "")
760                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
761                 else
762                         self.model = "";
763
764                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
765                 {
766                         self.tag_index = tag_found;
767                         self.tag_entity = self.owner;
768                 }
769                 else
770                         setattachment(self, self.owner, "bip01 r hand");
771
772                 // if that didn't find a tag, hide the exterior weapon model
773                 if (!self.tag_index)
774                         self.model = "";
775         }
776         self.effects = self.owner.effects | EF_LOWPRECISION;
777         self.effects = self.effects & EFMASK_CHEAP; // eat performance
778         if(self.owner.alpha == default_player_alpha)
779                 self.alpha = default_weapon_alpha;
780         else if(self.owner.alpha != 0)
781                 self.alpha = self.owner.alpha;
782         else
783                 self.alpha = 1;
784
785         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
786         ang_y = 0;
787         ang_z = 0;
788
789         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
790         {
791                 ang_y = self.owner.v_angle_y;
792                 makevectors(ang);
793                 var vector v = v_forward;
794                 gettaginfo(self.tag_entity, self.tag_index);
795                 // untransform v according to this coordinate space
796                 vector w;
797                 w_x = v_forward * v;
798                 w_y = -v_right * v;
799                 w_z = v_up * v;
800                 self.angles = vectoangles(w);
801         }
802         else
803         {
804                 ang_x = -/* don't ask */ang_x;
805                 self.angles = ang;
806         }
807
808         self.colormap = self.owner.colormap;
809 };
810
811 // spawning weaponentity for client
812 void CL_SpawnWeaponentity()
813 {
814         self.weaponentity = spawn();
815         self.weaponentity.classname = "weaponentity";
816         self.weaponentity.solid = SOLID_NOT;
817         self.weaponentity.owner = self;
818         setmodel(self.weaponentity, ""); // precision set when changed
819         setorigin(self.weaponentity, '0 0 0');
820         self.weaponentity.angles = '0 0 0';
821         self.weaponentity.viewmodelforclient = self;
822         self.weaponentity.flags = 0;
823         self.weaponentity.think = CL_Weaponentity_Think;
824         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
825         self.weaponentity.nextthink = time;
826
827         self.exteriorweaponentity = spawn();
828         self.exteriorweaponentity.classname = "exteriorweaponentity";
829         self.exteriorweaponentity.solid = SOLID_NOT;
830         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
831         self.exteriorweaponentity.owner = self;
832         setorigin(self.exteriorweaponentity, '0 0 0');
833         self.exteriorweaponentity.angles = '0 0 0';
834         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
835         self.exteriorweaponentity.nextthink = time;
836 };
837
838 .float hasweapon_complain_spam;
839
840 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
841 {
842         local float weaponbit, f;
843         local entity oldself;
844
845         if(time < self.hasweapon_complain_spam)
846                 complain = 0;
847         if(complain)
848                 self.hasweapon_complain_spam = time + 0.2;
849
850         if (wpn < WEP_FIRST || wpn > WEP_LAST)
851         {
852                 if (complain)
853                         sprint(self, "Invalid weapon\n");
854                 return FALSE;
855         }
856         weaponbit = W_WeaponBit(wpn);
857         if (cl.weapons & weaponbit)
858         {
859                 if (andammo)
860                 {
861                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
862                         {
863                                 f = 1;
864                         }
865                         else
866                         {
867                                 oldself = self;
868                                 self = cl;
869                                 f = weapon_action(wpn, WR_CHECKAMMO1);
870                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
871                                 self = oldself;
872                         }
873                         if (!f)
874                         {
875                                 if (complain)
876                                 if(clienttype(cl) == CLIENTTYPE_REAL)
877                                 {
878                                         play2(cl, "weapons/unavailable.wav");
879                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
880                                 }
881                                 return FALSE;
882                         }
883                 }
884                 return TRUE;
885         }
886         if (complain)
887         {
888                 // DRESK - 3/16/07
889                 // Report Proper Weapon Status / Modified Weapon Ownership Message
890                 if(weaponsInMap & weaponbit)
891                 {
892                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
893
894                         if(cvar("g_showweaponspawns"))
895                         {
896                                 entity e;
897                                 string s;
898
899                                 e = get_weaponinfo(wpn);
900                                 s = e.model2;
901
902                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
903                                 {
904                                         if(e.classname == "droppedweapon")
905                                                 continue;
906                                         if not(e.flags & FL_ITEM)
907                                                 continue;
908                                         WaypointSprite_Spawn(
909                                                 s,
910                                                 1, 0,
911                                                 world, e.origin,
912                                                 self, 0,
913                                                 world, enemy,
914                                                 0
915                                         );
916                                 }
917                         }
918                 }
919                 else
920                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
921
922                 play2(cl, "weapons/unavailable.wav");
923         }
924         return FALSE;
925 };
926
927 // Weapon subs
928 void w_clear()
929 {
930         if (self.weapon != -1)
931                 self.weapon = 0;
932         if (self.weaponentity)
933         {
934                 self.weaponentity.state = WS_CLEAR;
935                 self.weaponentity.effects = 0;
936         }
937 };
938
939 void w_ready()
940 {
941         if (self.weaponentity)
942                 self.weaponentity.state = WS_READY;
943         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
944 };
945
946 // Setup weapon for client (after this raise frame will be launched)
947 void weapon_setup(float windex)
948 {
949         entity e;
950         qcweaponanimation = cvar("sv_qcweaponanimation");
951         e = get_weaponinfo(windex);
952         self.items &~= IT_AMMO;
953         self.items = self.items | e.items;
954
955         // the two weapon entities will notice this has changed and update their models
956         self.weapon = windex;
957         self.weaponname = e.mdl;
958         self.bulletcounter = 0;
959 };
960
961 // perform weapon to attack (weaponstate and attack_finished check is here)
962 .float race_penalty;
963 float weapon_prepareattack(float secondary, float attacktime)
964 {
965         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
966         //if all players readied up and the countdown is running
967         if(time < game_starttime || time < self.race_penalty) {
968                 return FALSE;
969         }
970
971         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
972         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
973         {
974                 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
975                 float w, ww;
976                 w = W_WeaponBit(self.weapon);
977                 self.weapons &~= w;
978                 ww = w_getbestweapon(self);
979                 self.weapons |= w;
980                 if(ww)
981                         W_SwitchWeapon_Force(self, ww);
982                 return FALSE;
983         }
984
985         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
986                 return FALSE;
987
988         // do not even think about shooting if switching
989         if(self.switchweapon != self.weapon)
990                 return FALSE;
991
992         if(attacktime >= 0)
993         {
994                 // don't fire if previous attack is not finished
995                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
996                         return FALSE;
997                 // don't fire while changing weapon
998                 if (self.weaponentity.state != WS_READY)
999                         return FALSE;
1000         }
1001         self.weaponentity.state = WS_INUSE;
1002
1003         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1004
1005         // if the weapon hasn't been firing continuously, reset the timer
1006         if(attacktime >= 0)
1007         {
1008                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1009                 {
1010                         ATTACK_FINISHED(self) = time;
1011                         //dprint("resetting attack finished to ", ftos(time), "\n");
1012                 }
1013                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1014         }
1015         self.bulletcounter += 1;
1016         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1017         return TRUE;
1018 };
1019
1020 void weapon_thinkf(float fr, float t, void() func)
1021 {
1022         vector a;
1023         vector of, or, ou;
1024         float restartanim;
1025
1026         if(fr == WFRAME_DONTCHANGE)
1027         {
1028                 fr = self.weaponentity.wframe;
1029                 restartanim = FALSE;
1030         }
1031         else if (fr == WFRAME_IDLE)
1032                 restartanim = FALSE;
1033         else
1034                 restartanim = TRUE;
1035
1036         of = v_forward;
1037         or = v_right;
1038         ou = v_up;
1039
1040         if (self.weaponentity)
1041         {
1042                 self.weaponentity.wframe = fr;
1043                 if (qcweaponanimation)
1044                 {
1045                         if (fr != WFRAME_IDLE)
1046                         {
1047                                 self.weapon_morph0time = time;
1048                                 self.weapon_morph0angles = self.weaponentity.angles;
1049                                 self.weapon_morph0origin = self.weaponentity.origin;
1050
1051                                 self.weapon_morph1angles = '0 0 0';
1052                                 self.weapon_morph1time = time + t;
1053                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1054                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1055
1056                                 self.weapon_morph2angles = '0 0 0';
1057                                 self.weapon_morph2time = time + t;
1058                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1059                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1060
1061                                 self.weapon_morph3angles = '0 0 0';
1062                                 self.weapon_morph3time = time + t;
1063                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1064                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1065
1066                                 self.weapon_morph4angles = '0 0 0';
1067                                 self.weapon_morph4time = time + t;
1068                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1069                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1070
1071                                 if (fr == WFRAME_FIRE1)
1072                                 {
1073                                         self.weapon_morph1angles = '5 0 0';
1074                                         self.weapon_morph1time = time + t * 0.1;
1075                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1076                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1077                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1078                                 }
1079                                 else if (fr == WFRAME_FIRE2)
1080                                 {
1081                                         self.weapon_morph1angles = '10 0 0';
1082                                         self.weapon_morph1time = time + t * 0.1;
1083                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1084                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1085                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1086                                 }
1087                                 else if (fr == WFRAME_RELOAD)
1088                                 {
1089                                         self.weapon_morph1time = time + t * 0.05;
1090                                         self.weapon_morph1angles = '-10 40 0';
1091                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1092                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1093
1094                                         self.weapon_morph2time = time + t * 0.15;
1095                                         self.weapon_morph2angles = '-10 40 5';
1096                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1097                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1098
1099                                         self.weapon_morph3time = time + t * 0.25;
1100                                         self.weapon_morph3angles = '-10 40 0';
1101                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1102                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1103                                 }
1104                         }
1105                 }
1106                 else
1107                 {
1108                         if (fr == WFRAME_IDLE)
1109                                 a = self.weaponentity.anim_idle;
1110                         else if (fr == WFRAME_FIRE1)
1111                                 a = self.weaponentity.anim_fire1;
1112                         else if (fr == WFRAME_FIRE2)
1113                                 a = self.weaponentity.anim_fire2;
1114                         else if (fr == WFRAME_RELOAD)
1115                                 a = self.weaponentity.anim_reload;
1116                         a_z *= g_weaponratefactor;
1117                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1118                 }
1119         }
1120
1121         v_forward = of;
1122         v_right = or;
1123         v_up = ou;
1124
1125         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1126         {
1127                 backtrace("Tried to override initial weapon think function - should this really happen?");
1128         }
1129
1130         t *= W_WeaponRateFactor();
1131
1132         // VorteX: haste can be added here
1133         if (self.weapon_think == w_ready)
1134         {
1135                 self.weapon_nextthink = time;
1136                 //dprint("started firing at ", ftos(time), "\n");
1137         }
1138         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1139         {
1140                 self.weapon_nextthink = time;
1141                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1142         }
1143         self.weapon_nextthink = self.weapon_nextthink + t;
1144         self.weapon_think = func;
1145         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1146
1147         if (restartanim)
1148         if (t)
1149         if (!self.crouch) // shoot anim stands up, this looks bad
1150         {
1151                 local vector anim;
1152                 anim = self.anim_shoot;
1153                 anim_z = anim_y / t;
1154                 setanim(self, anim, FALSE, TRUE, TRUE);
1155         }
1156 };
1157
1158 void weapon_boblayer1(float spd, vector org)
1159 {
1160         // VorteX: haste can be added here
1161 };
1162
1163 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1164 {
1165         vector mdirection;
1166         float mspeed;
1167         float outspeed;
1168         float nstyle;
1169         vector outvelocity;
1170
1171         mvelocity = mvelocity * g_weaponspeedfactor;
1172
1173         mdirection = normalize(mvelocity);
1174         mspeed = vlen(mvelocity);
1175
1176         nstyle = cvar("g_projectiles_newton_style");
1177         if(nstyle == 0)
1178         {
1179                 // absolute velocity
1180                 outvelocity = mvelocity;
1181         }
1182         else if(nstyle == 1)
1183         {
1184                 // true Newtonian projectiles
1185                 outvelocity = pvelocity + mvelocity;
1186         }
1187         else if(nstyle == 2)
1188         {
1189                 // true Newtonian projectiles with automatic aim adjustment
1190                 //
1191                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1192                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1193                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1194                 // PLUS SIGN!
1195                 // not defined?
1196                 // then...
1197                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1198                 // velocity without mdirection component > mspeed
1199                 // fire at smallest possible mspeed that works?
1200                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1201
1202                 vector solution;
1203                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1204                 if(solution_z)
1205                         outspeed = solution_y; // the larger one
1206                 else
1207                 {
1208                         //outspeed = 0; // slowest possible shot
1209                         outspeed = solution_x; // the real part (that is, the average!)
1210                         //dprint("impossible shot, adjusting\n");
1211                 }
1212
1213                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1214                 outvelocity = mdirection * outspeed;
1215         }
1216         else if(nstyle == 3)
1217         {
1218                 // pseudo-Newtonian:
1219                 outspeed = mspeed + mdirection * pvelocity;
1220                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1221                 outvelocity = mdirection * outspeed;
1222         }
1223         else if(nstyle == 4)
1224         {
1225                 // tZorkian:
1226                 outspeed = mspeed + vlen(pvelocity);
1227                 outvelocity = mdirection * outspeed;
1228         }
1229         else
1230                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1231
1232         return outvelocity;
1233 }
1234
1235 void W_AttachToShotorg(entity flash, vector offset)
1236 {
1237         entity xflash;
1238         flash.owner = self;
1239         flash.angles_z = random() * 360;
1240         if(qcweaponanimation)
1241         {
1242                 setorigin(flash, w_shotorg + w_shotdir * 50);
1243                 flash.angles = vectoangles(w_shotdir);
1244                 flash.angles_z = random() * 360;
1245         }
1246         else
1247         {
1248                 setattachment(flash, self.weaponentity, "shot");
1249                 setorigin(flash, offset);
1250
1251                 xflash = spawn();
1252                 copyentity(flash, xflash);
1253
1254                 flash.viewmodelforclient = self;
1255
1256                 if(self.weaponentity.oldorigin_x > 0)
1257                 {
1258                         setattachment(xflash, self.exteriorweaponentity, "");
1259                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1260                 }
1261                 else
1262                 {
1263                         setattachment(xflash, self.exteriorweaponentity, "shot");
1264                 }
1265         }
1266 }
1267
1268 vector cliptoplane(vector v, vector p)
1269 {
1270         return v - (v * p) * p;
1271 }
1272
1273 vector solve_cubic_pq(float p, float q)
1274 {
1275         float D, u, v, a;
1276         D = q*q/4.0 + p*p*p/27.0;
1277         if(D < 0)
1278         {
1279                 // irreducibilis
1280                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1281                 u = sqrt(-4.0/3.0 * p);
1282                 // a in range 0..pi/3
1283                 // cos(a)
1284                 // cos(a + 2pi/3)
1285                 // cos(a + 4pi/3)
1286                 return
1287                         u *
1288                         (
1289                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1290                                 +
1291                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1292                                 +
1293                                 '0 0 1' * cos(a)
1294                         );
1295         }
1296         else if(D == 0)
1297         {
1298                 // simple
1299                 if(p == 0)
1300                         return '0 0 0';
1301                 u = 3*q/p;
1302                 v = -u/2;
1303                 if(u >= v)
1304                         return '1 1 0' * v + '0 0 1' * u;
1305                 else
1306                         return '0 1 1' * v + '1 0 0' * u;
1307         }
1308         else
1309         {
1310                 // cardano
1311                 u = cbrt(-q/2.0 + sqrt(D));
1312                 v = cbrt(-q/2.0 - sqrt(D));
1313                 return '1 1 1' * (u + v);
1314         }
1315 }
1316 vector solve_cubic_abcd(float a, float b, float c, float d)
1317 {
1318         // y = 3*a*x + b
1319         // x = (y - b) / 3a
1320         float p, q;
1321         vector v;
1322         p = (9*a*c - 3*b*b);
1323         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1324         v = solve_cubic_pq(p, q);
1325         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1326         if(a < 0)
1327                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1328         return v;
1329 }
1330
1331 vector findperpendicular(vector v)
1332 {
1333         vector p;
1334         p_x = v_z;
1335         p_y = -v_x;
1336         p_z = v_y;
1337         return normalize(cliptoplane(p, v));
1338 }
1339
1340 vector W_CalculateProjectileSpread(vector forward, float spread)
1341 {
1342         float sigma;
1343         vector v1, v2;
1344         float dx, dy, r;
1345         float sstyle;
1346         if(spread <= 0)
1347                 return forward;
1348         sstyle = cvar("g_projectiles_spread_style");
1349         
1350         if(sstyle == 0)
1351         {
1352                 // this is the baseline for the spread value!
1353                 // standard deviation: sqrt(2/5)
1354                 // density function: sqrt(1-r^2)
1355                 return forward + randomvec() * spread;
1356         }
1357         else if(sstyle == 1)
1358         {
1359                 // same thing, basically
1360                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1361         }
1362         else if(sstyle == 2)
1363         {
1364                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1365                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1366                 v1 = findperpendicular(forward);
1367                 v2 = cross(forward, v1);
1368                 // random point on unit circle
1369                 dx = random() * 2 * M_PI;
1370                 dy = sin(dx);
1371                 dx = cos(dx);
1372                 // radius in our dist function
1373                 r = random();
1374                 r = sqrt(r);
1375                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1376         }
1377         else if(sstyle == 3) // gauss 3d
1378         {
1379                 sigma = spread * 0.44721359549996; // match baseline stddev
1380                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1381                 v1 = forward;
1382                 v1_x += gsl_ran_gaussian(sigma);
1383                 v1_y += gsl_ran_gaussian(sigma);
1384                 v1_z += gsl_ran_gaussian(sigma);
1385                 return v1;
1386         }
1387         else if(sstyle == 4) // gauss 2d
1388         {
1389                 sigma = spread * 0.44721359549996; // match baseline stddev
1390                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1391                 v1_x = gsl_ran_gaussian(sigma);
1392                 v1_y = gsl_ran_gaussian(sigma);
1393                 v1_z = gsl_ran_gaussian(sigma);
1394                 return normalize(forward + cliptoplane(v1, forward));
1395         }
1396         else if(sstyle == 5) // 1-r
1397         {
1398                 sigma = spread * 1.154700538379252; // match baseline stddev
1399                 v1 = findperpendicular(forward);
1400                 v2 = cross(forward, v1);
1401                 // random point on unit circle
1402                 dx = random() * 2 * M_PI;
1403                 dy = sin(dx);
1404                 dx = cos(dx);
1405                 // radius in our dist function
1406                 r = random();
1407                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1408                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1409         }
1410         else if(sstyle == 6) // 1-r^2
1411         {
1412                 sigma = spread * 1.095445115010332; // match baseline stddev
1413                 v1 = findperpendicular(forward);
1414                 v2 = cross(forward, v1);
1415                 // random point on unit circle
1416                 dx = random() * 2 * M_PI;
1417                 dy = sin(dx);
1418                 dx = cos(dx);
1419                 // radius in our dist function
1420                 r = random();
1421                 r = sqrt(1 - r);
1422                 r = sqrt(1 - r);
1423                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1424         }
1425         else if(sstyle == 7) // (1-r) (2-r)
1426         {
1427                 sigma = spread * 1.224744871391589; // match baseline stddev
1428                 v1 = findperpendicular(forward);
1429                 v2 = cross(forward, v1);
1430                 // random point on unit circle
1431                 dx = random() * 2 * M_PI;
1432                 dy = sin(dx);
1433                 dx = cos(dx);
1434                 // radius in our dist function
1435                 r = random();
1436                 r = 1 - sqrt(r);
1437                 r = 1 - sqrt(r);
1438                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1439         }
1440         else
1441                 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
1442         return '0 0 0';
1443         /*
1444          * how to derive falloff functions:
1445          * rho(r) := (2-r) * (1-r);
1446          * a : 0;
1447          * b : 1;
1448          * rhor(r) := r * rho(r);
1449          * cr(t) := integrate(rhor(r), r, a, t);
1450          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1451          * variance : scr(b) / cr(b);
1452          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1453          * sqrt(0.4 / variance), numer;
1454          */
1455 }
1456
1457 #if 0
1458 float mspercallsum;
1459 float mspercallsstyle;
1460 float mspercallcount;
1461 #endif
1462 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float spread)
1463 {
1464         if(missile.owner == world)
1465                 error("Unowned missile");
1466
1467         dir = dir + upDir * (pUpSpeed / pSpeed);
1468         pSpeed *= vlen(dir);
1469         dir = normalize(dir);
1470
1471 #if 0
1472         if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1473         {
1474                 mspercallsum = mspercallcount = 0;
1475                 mspercallsstyle = cvar("g_projectiles_spread_style");
1476         }
1477         mspercallsum -= gettime(GETTIME_HIRES);
1478         dir = W_CalculateProjectileSpread(dir, spread);
1479         mspercallsum += gettime(GETTIME_HIRES);
1480         mspercallcount += 1;
1481         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1482 #endif
1483
1484         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1485 }
1486
1487 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1488 {
1489         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, spread);
1490 }
1491
1492 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_spread"))
1493 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, cvar(#s "_spread"))