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;
136 oldsolid = ent.dphitcontentsmask;
137 if(ent.weapon == WEP_CAMPINGRIFLE)
138 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
140 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142 traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
143 // passing world, because we do NOT want it to touch dphitcontentsmask
145 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
146 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
147 trueaimpoint = trace_endpos;
149 // Track max damage and set the stat to be sent later in g_world.qc
150 if not(inWarmupStage)
152 ent.max_damage[ent.weapon] += maxdamage;
153 ent.maxdamage_fired = ent.weapon + 64 * rint(ent.max_damage[ent.weapon]);
156 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
158 if(ent.weaponentity.movedir_x > 0)
160 vecs = ent.weaponentity.movedir;
166 if(debug_shotorg != '0 0 0')
167 vecs = debug_shotorg;
169 dv = v_right * vecs_y + v_up * vecs_z;
170 w_shotorg = ent.origin + ent.view_ofs + dv;
172 // now move the shotorg forward as much as requested if possible
175 if(ent.antilag_debug)
176 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
178 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
181 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
182 w_shotorg = trace_endpos - v_forward * nudge;
183 // calculate the shotdir from the chosen shotorg
184 w_shotdir = normalize(trueaimpoint - w_shotorg);
187 // explanation of g_antilag:
188 // if client reports it was aiming at a player, and the serverside trace
189 // says it would miss, change the aim point to the player's new origin,
190 // but only if the shot at the player's new origin would hit of course
192 // FIXME: a much better method for bullet weapons would be to leave a
193 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
194 // ghost corresponding to this player's ping time, and if so it would do
195 // damage to the real player
197 if (ent.cursor_trace_ent) // client was aiming at someone
198 if (ent.cursor_trace_ent != ent) // just to make sure
199 if (ent.cursor_trace_ent.takedamage) // and that person is killable
200 if (ent.cursor_trace_ent.classname == "player") // and actually a player
201 if (cvar("g_antilag") == 1)
203 // verify that the shot would miss without antilag
204 // (avoids an issue where guns would always shoot at their origin)
205 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
206 if (!trace_ent.takedamage)
208 // verify that the shot would hit if altered
209 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
210 if (trace_ent == ent.cursor_trace_ent)
212 // verify that the shot would hit in the past
213 if(ent.antilag_debug)
214 antilag_takeback(ent.cursor_trace_ent, time - ent.antilag_debug);
216 antilag_takeback(ent.cursor_trace_ent, time - ANTILAG_LATENCY(ent));
218 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
219 antilag_restore(ent.cursor_trace_ent);
221 if(trace_ent == ent.cursor_trace_ent)
224 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
225 dprint("ANTILAG HIT for ", ent.netname, "\n");
229 // prydon cursor aimbot or odd network conditions
230 dprint("WARNING: antilag ghost trace for ", ent.netname, " failed!\n");
233 if(cvar("developer") >= 2)
235 vector v, vplus, vel;
237 v = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) ));
238 vplus = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) + 0.01));
239 vel = (vplus - v) * (1 / 0.01);
240 // solve: v + X * vel = closest to ent.origin + ent.view_ofs, v_forward axis
241 v -= (ent.origin + ent.view_ofs);
242 // solve: v + X * vel = closest to v_forward axis
243 // project into 2D by subtracting v_forward components:
244 v -= (v * v_forward) * v_forward;
245 vel -= (vel * v_forward) * v_forward;
246 // solve: v + X * vel = closest to origin
247 // (v + X * vel)^2 closest to 0
248 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
249 X = -(v * vel) / (vel * vel);
250 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(ent) + X), " instead of ", ftos(ANTILAG_LATENCY(ent)), "\n");
258 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
260 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
261 if (!trace_ent.takedamage)
263 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
264 if (trace_ent.takedamage && trace_ent.classname == "player")
268 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
270 w_shotdir = normalize(trace_ent.origin - w_shotorg);
274 else if(cvar("g_antilag") == 3) // client side hitscan
276 if (ent.cursor_trace_ent) // client was aiming at someone
277 if (ent.cursor_trace_ent != ent) // just to make sure
278 if (ent.cursor_trace_ent.takedamage) // and that person is killable
279 if (ent.cursor_trace_ent.classname == "player") // and actually a player
281 // verify that the shot would miss without antilag
282 // (avoids an issue where guns would always shoot at their origin)
283 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
284 if (!trace_ent.takedamage)
286 // verify that the shot would hit if altered
287 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
288 if (trace_ent == ent.cursor_trace_ent)
289 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
291 print("antilag fail\n");
298 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
301 ent.punchangle_x = recoil * -1;
305 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
308 if (ent.items & IT_STRENGTH)
310 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
313 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
314 #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)
315 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
317 void LaserTarget_Think()
324 // list of weapons that will use the laser, and the options that enable it
325 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
328 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
333 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
336 // rocket launcher isn't selected, so no laser target.
337 if(self.lasertarget != world)
339 remove(self.lasertarget);
340 self.lasertarget = world;
345 if(!self.lasertarget)
347 // we don't have a lasertarget entity, so spawn one
348 //bprint("create laser target\n");
349 e = self.lasertarget = spawn();
350 e.owner = self.owner; // Its owner is my owner
351 e.classname = "laser_target";
352 e.movetype = MOVETYPE_NOCLIP; // don't touch things
353 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
354 e.scale = 1.25; // make it larger
355 e.alpha = 0.25; // transparency
356 e.colormod = '255 0 0' * (1/255) * 8; // change colors
357 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
358 // make it dynamically glow
359 // you should avoid over-using this, as it can slow down the player's computer.
360 e.glow_color = 251; // red color
364 e = self.lasertarget;
366 // move the laser dot to where the player is looking
368 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
369 offset = '0 0 26' + v_right*3;
370 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
371 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
372 if(trace_plane_normal != '0 0 0')
373 e.angles = vectoangles(trace_plane_normal);
375 e.angles = vectoangles(v_forward);
378 float CL_Weaponentity_CustomizeEntityForClient()
380 self.viewmodelforclient = self.owner;
381 if(other.classname == "spectator")
382 if(other.enemy == self.owner)
383 self.viewmodelforclient = other;
387 float qcweaponanimation;
388 vector weapon_offset = '0 -10 0';
389 vector weapon_adjust = '10 0 -15';
390 .vector weapon_morph0origin;
391 .vector weapon_morph0angles;
392 .float weapon_morph0time;
393 .vector weapon_morph1origin;
394 .vector weapon_morph1angles;
395 .float weapon_morph1time;
396 .vector weapon_morph2origin;
397 .vector weapon_morph2angles;
398 .float weapon_morph2time;
399 .vector weapon_morph3origin;
400 .vector weapon_morph3angles;
401 .float weapon_morph3time;
402 .vector weapon_morph4origin;
403 .vector weapon_morph4angles;
404 .float weapon_morph4time;
406 #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)
411 * 1. simple animated model, muzzlr flash handling on h_ model:
412 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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 * weapon = attachment for v_tuba.md3
417 * v_tuba.md3 - first and third person model
418 * g_tuba.md3 - pickup model
420 * 2. fully animated model, muzzle flash handling on h_ model:
421 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
423 * shot = muzzle end (shot origin, also used for muzzle flashes)
424 * shell = casings ejection point (must be on the right hand side of the gun)
425 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
426 * v_tuba.md3 - third person model
427 * g_tuba.md3 - pickup model
429 * 3. fully animated model, muzzle flash handling on v_ model:
430 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
432 * shot = muzzle end (shot origin)
433 * shell = casings ejection point (must be on the right hand side of the gun)
434 * v_tuba.md3 - third person model
436 * shot = muzzle end (for muzzle flashes)
437 * g_tuba.md3 - pickup model
440 void CL_Weaponentity_Think()
442 float tb, v_shot_idx;
443 self.nextthink = time;
444 if (intermission_running)
445 self.frame = self.anim_idle_x;
446 if (self.owner.weaponentity != self)
448 if (self.weaponentity)
449 remove(self.weaponentity);
453 if (self.owner.deadflag != DEAD_NO)
456 if (self.weaponentity)
457 self.weaponentity.model = "";
460 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
462 self.cnt = self.owner.weapon;
463 self.dmg = self.owner.modelindex;
464 self.deadflag = self.owner.deadflag;
468 if (self.owner.weaponname != "")
470 // if there is a child entity, hide it until we're sure we use it
471 if (self.weaponentity)
472 self.weaponentity.model = "";
473 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
474 v_shot_idx = gettagindex(self, "shot"); // used later
476 if(qcweaponanimation)
478 self.angles = '0 0 0';
479 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
480 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
481 self.movedir_x += 32;
482 self.spawnorigin = self.movedir;
483 // oldorigin - not calculated here
487 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
488 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
489 animfile = fopen(animfilename, FILE_READ);
490 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
491 self.anim_fire1 = '0 1 0.01';
492 self.anim_fire2 = '1 1 0.01';
493 self.anim_idle = '2 1 0.01';
494 self.anim_reload = '3 1 0.01';
497 animparseerror = FALSE;
498 self.anim_fire1 = animparseline(animfile);
499 self.anim_fire2 = animparseline(animfile);
500 self.anim_idle = animparseline(animfile);
501 self.anim_reload = animparseline(animfile);
504 print("Parse error in ", animfilename, ", some player animations are broken\n");
507 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
508 // if we don't, this is a "real" animated model
509 if(gettagindex(self, "weapon"))
511 if (!self.weaponentity)
512 self.weaponentity = spawn();
513 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
514 setattachment(self.weaponentity, self, "weapon");
518 if(self.weaponentity)
519 remove(self.weaponentity);
520 self.weaponentity = world;
523 setorigin(self,'0 0 0');
524 self.angles = '0 0 0';
526 self.viewmodelforclient = world;
529 idx = gettagindex(self, "shot");
532 self.movedir = gettaginfo(self, idx);
536 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
537 self.movedir = '0 0 0';
540 idx = gettagindex(self, "shell");
543 self.spawnorigin = gettaginfo(self, idx);
547 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
548 self.spawnorigin = self.movedir;
553 self.oldorigin = '0 0 0';
557 if(self.weaponentity)
558 idx = gettagindex(self, "weapon");
560 idx = gettagindex(self, "handle");
563 self.oldorigin = self.movedir - gettaginfo(self, idx);
567 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");
568 self.oldorigin = '0 0 0'; // there is no way to recover from this
572 self.viewmodelforclient = self.owner;
578 if(self.weaponentity)
579 remove(self.weaponentity);
580 self.weaponentity = world;
581 self.movedir = '0 0 0';
582 self.spawnorigin = '0 0 0';
583 self.oldorigin = '0 0 0';
584 self.anim_fire1 = '0 1 0.01';
585 self.anim_fire2 = '0 1 0.01';
586 self.anim_idle = '0 1 0.01';
587 self.anim_reload = '0 1 0.01';
590 self.view_ofs = '0 0 0';
592 if(self.movedir_x >= 0)
596 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
597 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
599 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
600 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
602 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
604 // check if an instant weapon switch occurred
605 if (qcweaponanimation)
607 if (self.state == WS_READY)
609 self.angles = '0 0 0';
610 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
611 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
615 setorigin(self, self.view_ofs);
616 // reset animstate now
617 self.wframe = WFRAME_IDLE;
618 self.weapon_morph0time = 0;
619 self.weapon_morph1time = 0;
620 self.weapon_morph2time = 0;
621 self.weapon_morph3time = 0;
622 self.weapon_morph4time = 0;
623 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
626 tb = (self.effects & EF_TELEPORT_BIT);
627 self.effects = self.owner.effects & EFMASK_CHEAP;
628 self.effects &~= EF_LOWPRECISION;
629 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
630 self.effects &~= EF_TELEPORT_BIT;
633 if(self.owner.alpha != 0)
634 self.alpha = self.owner.alpha;
638 self.colormap = self.owner.colormap;
639 if (self.weaponentity)
641 self.weaponentity.effects = self.effects;
642 self.weaponentity.alpha = self.alpha;
643 self.weaponentity.colormap = self.colormap;
646 self.angles = '0 0 0';
649 if (self.state == WS_RAISE)
651 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
652 self.angles_x = -90 * f * f;
653 if (qcweaponanimation)
655 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
656 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
659 else if (self.state == WS_DROP)
661 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
662 self.angles_x = -90 * f * f;
663 if (qcweaponanimation)
665 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
666 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
669 else if (self.state == WS_CLEAR)
672 self.angles_x = -90 * f * f;
673 if (qcweaponanimation)
675 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
676 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
679 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
681 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
682 f = 1 - pow(1 - f, 3);
683 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
684 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
686 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
688 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
689 f = 1 - pow(1 - f, 3);
690 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
691 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
693 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
695 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
696 f = 1 - pow(1 - f, 3);
697 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
698 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
700 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
702 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
703 f = 1 - pow(1 - f, 3);
704 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
705 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
707 else if (qcweaponanimation)
709 // begin a new idle morph
710 self.owner.weapon_morph0time = time;
711 self.owner.weapon_morph0angles = self.angles;
712 self.owner.weapon_morph0origin = self.origin;
720 // turn gun to the left to look at it
722 self.owner.weapon_morph1time = time + t * 0.2;
723 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
724 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');
725 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
727 self.owner.weapon_morph2time = time + t * 0.6;
728 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
729 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');
730 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
732 self.owner.weapon_morph3time = time + t;
733 self.owner.weapon_morph3angles = '0 0 0';
734 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');
735 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
739 // raise the gun a bit
741 self.owner.weapon_morph1time = time + t * 0.2;
742 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
743 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');
744 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
746 self.owner.weapon_morph2time = time + t * 0.5;
747 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
748 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');
749 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
751 self.owner.weapon_morph3time = time + t;
752 self.owner.weapon_morph3angles = '0 0 0';
753 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');
754 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
760 self.owner.weapon_morph1time = time + t * 0.3;
761 self.owner.weapon_morph1angles = randomvec() * 6;
762 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');
763 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
765 self.owner.weapon_morph2time = time + t * 0.7;
766 self.owner.weapon_morph2angles = randomvec() * 6;
767 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');
768 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
770 self.owner.weapon_morph3time = time + t;
771 self.owner.weapon_morph3angles = '0 0 0';
772 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');
773 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
777 // hold it mostly steady
778 t = random() * 6 + 4;
779 self.owner.weapon_morph1time = time + t * 0.2;
780 self.owner.weapon_morph1angles = randomvec() * 1;
781 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');
782 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
784 self.owner.weapon_morph2time = time + t * 0.5;
785 self.owner.weapon_morph2angles = randomvec() * 1;
786 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');
787 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
789 self.owner.weapon_morph3time = time + t * 0.7;
790 self.owner.weapon_morph3angles = randomvec() * 1;
791 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');
792 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
795 self.owner.weapon_morph4time = time + t;
796 self.owner.weapon_morph4angles = '0 0 0';
797 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');
798 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
802 // create or update the lasertarget entity
806 void CL_ExteriorWeaponentity_Think()
809 self.nextthink = time;
810 if (self.owner.exteriorweaponentity != self)
815 if (self.owner.deadflag != DEAD_NO)
820 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
822 self.cnt = self.owner.weapon;
823 self.dmg = self.owner.modelindex;
824 self.deadflag = self.owner.deadflag;
825 if (self.owner.weaponname != "")
826 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
830 if((tag_found = gettagindex(self.owner, "tag_weapon")))
832 self.tag_index = tag_found;
833 self.tag_entity = self.owner;
836 setattachment(self, self.owner, "bip01 r hand");
838 // if that didn't find a tag, hide the exterior weapon model
842 self.effects = self.owner.effects | EF_LOWPRECISION;
843 self.effects = self.effects & EFMASK_CHEAP; // eat performance
844 if(self.owner.alpha != 0)
845 self.alpha = self.owner.alpha;
849 self.colormap = self.owner.colormap;
852 // spawning weaponentity for client
853 void CL_SpawnWeaponentity()
855 self.weaponentity = spawn();
856 self.weaponentity.classname = "weaponentity";
857 self.weaponentity.solid = SOLID_NOT;
858 self.weaponentity.owner = self;
859 setmodel(self.weaponentity, ""); // precision set when changed
860 setorigin(self.weaponentity, '0 0 0');
861 self.weaponentity.angles = '0 0 0';
862 self.weaponentity.viewmodelforclient = self;
863 self.weaponentity.flags = 0;
864 self.weaponentity.think = CL_Weaponentity_Think;
865 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
866 self.weaponentity.nextthink = time;
868 self.exteriorweaponentity = spawn();
869 self.exteriorweaponentity.classname = "exteriorweaponentity";
870 self.exteriorweaponentity.solid = SOLID_NOT;
871 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
872 self.exteriorweaponentity.owner = self;
873 setorigin(self.exteriorweaponentity, '0 0 0');
874 self.exteriorweaponentity.angles = '0 0 0';
875 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
876 self.exteriorweaponentity.nextthink = time;
879 .float hasweapon_complain_spam;
881 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
883 local float weaponbit, f;
884 local entity oldself;
886 if(time < self.hasweapon_complain_spam)
889 self.hasweapon_complain_spam = time + 0.2;
891 if (wpn < WEP_FIRST || wpn > WEP_LAST)
894 sprint(self, "Invalid weapon\n");
897 weaponbit = W_WeaponBit(wpn);
898 if (cl.weapons & weaponbit)
902 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
910 f = weapon_action(wpn, WR_CHECKAMMO1);
911 f = f + weapon_action(wpn, WR_CHECKAMMO2);
917 if(clienttype(cl) == CLIENTTYPE_REAL)
919 play2(cl, "weapons/unavailable.wav");
920 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
930 // Report Proper Weapon Status / Modified Weapon Ownership Message
931 if(weaponsInMap & weaponbit)
933 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
935 if(cvar("g_showweaponspawns"))
940 e = get_weaponinfo(wpn);
943 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
945 if(e.classname == "droppedweapon")
947 if not(e.flags & FL_ITEM)
949 WaypointSprite_Spawn(
961 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
963 play2(cl, "weapons/unavailable.wav");
971 if (self.weapon != -1)
973 if (self.weaponentity)
975 self.weaponentity.state = WS_CLEAR;
976 self.weaponentity.effects = 0;
982 if (self.weaponentity)
983 self.weaponentity.state = WS_READY;
984 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
987 // Setup weapon for client (after this raise frame will be launched)
988 void weapon_setup(float windex)
991 qcweaponanimation = cvar("sv_qcweaponanimation");
992 e = get_weaponinfo(windex);
993 self.items &~= IT_AMMO;
994 self.items = self.items | e.items;
996 // the two weapon entities will notice this has changed and update their models
997 self.weapon = windex;
998 self.weaponname = e.mdl;
999 self.bulletcounter = 0;
1002 // perform weapon to attack (weaponstate and attack_finished check is here)
1003 .float race_penalty;
1004 float weapon_prepareattack(float secondary, float attacktime)
1006 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1007 //if all players readied up and the countdown is running
1008 if(time < game_starttime || time < self.race_penalty) {
1012 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1013 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1015 W_SwitchWeapon_Force(self, w_getbestweapon(self));
1019 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1022 // do not even think about shooting if switching
1023 if(self.switchweapon != self.weapon)
1026 // don't fire if previous attack is not finished
1028 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
1030 // don't fire while changing weapon
1031 if (self.weaponentity.state != WS_READY)
1033 self.weaponentity.state = WS_INUSE;
1035 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1037 // if the weapon hasn't been firing continuously, reset the timer
1040 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
1042 ATTACK_FINISHED(self) = time;
1043 //dprint("resetting attack finished to ", ftos(time), "\n");
1045 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1047 self.bulletcounter += 1;
1048 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1052 void weapon_thinkf(float fr, float t, void() func)
1058 if(fr == WFRAME_DONTCHANGE)
1060 fr = self.weaponentity.wframe;
1061 restartanim = FALSE;
1063 else if (fr == WFRAME_IDLE)
1064 restartanim = FALSE;
1072 if (self.weaponentity)
1074 self.weaponentity.wframe = fr;
1075 if (qcweaponanimation)
1077 if (fr != WFRAME_IDLE)
1079 self.weapon_morph0time = time;
1080 self.weapon_morph0angles = self.weaponentity.angles;
1081 self.weapon_morph0origin = self.weaponentity.origin;
1083 self.weapon_morph1angles = '0 0 0';
1084 self.weapon_morph1time = time + t;
1085 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1086 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1088 self.weapon_morph2angles = '0 0 0';
1089 self.weapon_morph2time = time + t;
1090 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1091 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1093 self.weapon_morph3angles = '0 0 0';
1094 self.weapon_morph3time = time + t;
1095 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1096 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1098 self.weapon_morph4angles = '0 0 0';
1099 self.weapon_morph4time = time + t;
1100 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1101 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1103 if (fr == WFRAME_FIRE1)
1105 self.weapon_morph1angles = '5 0 0';
1106 self.weapon_morph1time = time + t * 0.1;
1107 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1108 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1109 self.weapon_morph4time = time + t + 1; // delay idle effect
1111 else if (fr == WFRAME_FIRE2)
1113 self.weapon_morph1angles = '10 0 0';
1114 self.weapon_morph1time = time + t * 0.1;
1115 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1116 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1117 self.weapon_morph4time = time + t + 1; // delay idle effect
1119 else if (fr == WFRAME_RELOAD)
1121 self.weapon_morph1time = time + t * 0.05;
1122 self.weapon_morph1angles = '-10 40 0';
1123 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1124 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1126 self.weapon_morph2time = time + t * 0.15;
1127 self.weapon_morph2angles = '-10 40 5';
1128 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1129 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1131 self.weapon_morph3time = time + t * 0.25;
1132 self.weapon_morph3angles = '-10 40 0';
1133 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1134 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1140 if (fr == WFRAME_IDLE)
1141 a = self.weaponentity.anim_idle;
1142 else if (fr == WFRAME_FIRE1)
1143 a = self.weaponentity.anim_fire1;
1144 else if (fr == WFRAME_FIRE2)
1145 a = self.weaponentity.anim_fire2;
1146 else if (fr == WFRAME_RELOAD)
1147 a = self.weaponentity.anim_reload;
1148 a_z *= g_weaponratefactor;
1149 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1157 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1159 backtrace("Tried to override initial weapon think function - should this really happen?");
1162 t *= W_WeaponRateFactor();
1164 // VorteX: haste can be added here
1165 if (self.weapon_think == w_ready)
1167 self.weapon_nextthink = time;
1168 //dprint("started firing at ", ftos(time), "\n");
1170 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1172 self.weapon_nextthink = time;
1173 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1175 self.weapon_nextthink = self.weapon_nextthink + t;
1176 self.weapon_think = func;
1177 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1181 if (!self.crouch) // shoot anim stands up, this looks bad
1184 anim = self.anim_shoot;
1185 anim_z = anim_y / t;
1186 setanim(self, anim, FALSE, TRUE, TRUE);
1190 void weapon_boblayer1(float spd, vector org)
1192 // VorteX: haste can be added here
1195 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1203 mvelocity = mvelocity * g_weaponspeedfactor;
1205 mdirection = normalize(mvelocity);
1206 mspeed = vlen(mvelocity);
1208 nstyle = cvar("g_projectiles_newton_style");
1211 // absolute velocity
1212 outvelocity = mvelocity;
1214 else if(nstyle == 1)
1216 // true Newtonian projectiles
1217 outvelocity = pvelocity + mvelocity;
1219 else if(nstyle == 2)
1221 // true Newtonian projectiles with automatic aim adjustment
1223 // solve: |outspeed * mdirection - pvelocity| = mspeed
1224 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1225 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1229 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1230 // velocity without mdirection component > mspeed
1231 // fire at smallest possible mspeed that works?
1232 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1235 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1237 outspeed = solution_y; // the larger one
1240 //outspeed = 0; // slowest possible shot
1241 outspeed = solution_x; // the real part (that is, the average!)
1242 //dprint("impossible shot, adjusting\n");
1245 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1246 outvelocity = mdirection * outspeed;
1248 else if(nstyle == 3)
1250 // pseudo-Newtonian:
1251 outspeed = mspeed + mdirection * pvelocity;
1252 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1253 outvelocity = mdirection * outspeed;
1255 else if(nstyle == 4)
1258 outspeed = mspeed + vlen(pvelocity);
1259 outvelocity = mdirection * outspeed;
1262 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1267 void W_SetupProjectileVelocity(entity missile)
1269 if(missile.owner == world)
1270 error("Unowned missile");
1272 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1275 void W_AttachToShotorg(entity flash, vector offset)
1279 flash.angles_z = random() * 360;
1280 if(qcweaponanimation)
1282 setorigin(flash, w_shotorg + w_shotdir * 50);
1283 flash.angles = vectoangles(w_shotdir);
1284 flash.angles_z = random() * 360;
1288 setattachment(flash, self.weaponentity, "shot");
1289 setorigin(flash, offset);
1292 copyentity(flash, xflash);
1294 flash.viewmodelforclient = self;
1296 if(self.weaponentity.oldorigin_x > 0)
1298 setattachment(xflash, self.exteriorweaponentity, "");
1299 setorigin(xflash, self.weaponentity.oldorigin + offset);
1303 setattachment(xflash, self.exteriorweaponentity, "shot");