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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
151         if not(inWarmupStage) {
152                 entity w;
153                 w = get_weaponinfo(ent.weapon);
154                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage
155                         ent.stats_fired[ent.weapon - 1] += maxdamage;
156                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
157                 }
158         }
159
160         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
161
162         if(ent.weaponentity.movedir_x > 0)
163         {
164                 vecs = ent.weaponentity.movedir;
165                 vecs_y = -vecs_y;
166         }
167         else
168                 vecs = '0 0 0';
169
170         if(debug_shotorg != '0 0 0')
171                 vecs = debug_shotorg;
172
173         dv = v_right * vecs_y + v_up * vecs_z;
174         w_shotorg = ent.origin + ent.view_ofs + dv;
175
176         // now move the shotorg forward as much as requested if possible
177         if(antilag)
178         {
179                 if(ent.antilag_debug)
180                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
181                 else
182                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
183         }
184         else
185                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
186         w_shotorg = trace_endpos - v_forward * nudge;
187         // calculate the shotdir from the chosen shotorg
188         w_shotdir = normalize(trueaimpoint - w_shotorg);
189
190         if (antilag)
191         if (!ent.cvar_cl_noantilag)
192         {
193                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
194                 {
195                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
196                         if (!trace_ent.takedamage)
197                         {
198                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
199                                 if (trace_ent.takedamage && trace_ent.classname == "player")
200                                 {
201                                         entity e;
202                                         e = trace_ent;
203                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
204                                         if(trace_ent == e)
205                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
206                                 }
207                         }
208                 }
209                 else if(cvar("g_antilag") == 3) // client side hitscan
210                 {
211                         if (ent.cursor_trace_ent)                 // client was aiming at someone
212                         if (ent.cursor_trace_ent != ent)         // just to make sure
213                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
214                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
215                         {
216                                 // verify that the shot would miss without antilag
217                                 // (avoids an issue where guns would always shoot at their origin)
218                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
219                                 if (!trace_ent.takedamage)
220                                 {
221                                         // verify that the shot would hit if altered
222                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
223                                         if (trace_ent == ent.cursor_trace_ent)
224                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
225                                         else
226                                                 print("antilag fail\n");
227                                 }
228                         }
229                 }
230         }
231
232         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
233
234         if (!g_norecoil)
235                 ent.punchangle_x = recoil * -1;
236
237         if (snd != "")
238         {
239                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
240         }
241
242         if (ent.items & IT_STRENGTH)
243         if (!g_minstagib)
244                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
245 };
246
247 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
248 #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)
249 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
250
251 void LaserTarget_Think()
252 {
253         entity e;
254         vector offset;
255         float uselaser;
256         uselaser = 0;
257
258         // list of weapons that will use the laser, and the options that enable it
259         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
260                 uselaser = 1;
261         // example
262         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
263         //      uselaser = 1;
264
265
266
267         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
268         if(!uselaser)
269         {
270                 // rocket launcher isn't selected, so no laser target.
271                 if(self.lasertarget != world)
272                 {
273                         remove(self.lasertarget);
274                         self.lasertarget = world;
275                 }
276                 return;
277         }
278
279         if(!self.lasertarget)
280         {
281                 // we don't have a lasertarget entity, so spawn one
282                 //bprint("create laser target\n");
283                 e = self.lasertarget = spawn();
284                 e.owner = self.owner;                   // Its owner is my owner
285                 e.classname = "laser_target";
286                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
287                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
288                 e.scale = 1.25;                         // make it larger
289                 e.alpha = 0.25;                         // transparency
290                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
291                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
292                 // make it dynamically glow
293                 // you should avoid over-using this, as it can slow down the player's computer.
294                 e.glow_color = 251; // red color
295                 e.glow_size = 12;
296         }
297         else
298                 e = self.lasertarget;
299
300         // move the laser dot to where the player is looking
301
302         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
303         offset = '0 0 26' + v_right*3;
304         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
305         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
306         if(trace_plane_normal != '0 0 0')
307                 e.angles = vectoangles(trace_plane_normal);
308         else
309                 e.angles = vectoangles(v_forward);
310 }
311
312 float CL_Weaponentity_CustomizeEntityForClient()
313 {
314         self.viewmodelforclient = self.owner;
315         if(other.classname == "spectator")
316                 if(other.enemy == self.owner)
317                         self.viewmodelforclient = other;
318         return TRUE;
319 }
320
321 float qcweaponanimation;
322 vector weapon_offset = '0 -10 0';
323 vector weapon_adjust = '10 0 -15';
324 .vector weapon_morph0origin;
325 .vector weapon_morph0angles;
326 .float  weapon_morph0time;
327 .vector weapon_morph1origin;
328 .vector weapon_morph1angles;
329 .float  weapon_morph1time;
330 .vector weapon_morph2origin;
331 .vector weapon_morph2angles;
332 .float  weapon_morph2time;
333 .vector weapon_morph3origin;
334 .vector weapon_morph3angles;
335 .float  weapon_morph3time;
336 .vector weapon_morph4origin;
337 .vector weapon_morph4angles;
338 .float  weapon_morph4time;
339 .string weaponname;
340 #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)
341
342 /*
343  * supported formats:
344  *
345  * 1. simple animated model, muzzle flash handling on h_ model:
346  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
347  *      tags:
348  *        shot = muzzle end (shot origin, also used for muzzle flashes)
349  *        shell = casings ejection point (must be on the right hand side of the gun)
350  *        weapon = attachment for v_tuba.md3
351  *    v_tuba.md3 - first and third person model
352  *    g_tuba.md3 - pickup model
353  *
354  * 2. simple animated model, muzzle flash handling on v_ model:
355  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
356  *      tags:
357  *        weapon = attachment for v_tuba.md3
358  *    v_tuba.md3 - first and third person model
359  *      tags:
360  *        shot = muzzle end (shot origin, also used for muzzle flashes)
361  *        shell = casings ejection point (must be on the right hand side of the gun)
362  *    g_tuba.md3 - pickup model
363  *
364  * 3. fully animated model, muzzle flash handling on h_ model:
365  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
366  *      tags:
367  *        shot = muzzle end (shot origin, also used for muzzle flashes)
368  *        shell = casings ejection point (must be on the right hand side of the gun)
369  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
370  *    v_tuba.md3 - third person model
371  *    g_tuba.md3 - pickup model
372  *
373  * 4. fully animated model, muzzle flash handling on v_ model:
374  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
375  *      tags:
376  *        shot = muzzle end (shot origin)
377  *        shell = casings ejection point (must be on the right hand side of the gun)
378  *    v_tuba.md3 - third person model
379  *      tags:
380  *        shot = muzzle end (for muzzle flashes)
381  *    g_tuba.md3 - pickup model
382  */
383
384 void CL_Weaponentity_Think()
385 {
386         float tb, v_shot_idx;
387         self.nextthink = time;
388         if (intermission_running)
389                 self.frame = self.anim_idle_x;
390         if (self.owner.weaponentity != self)
391         {
392                 if (self.weaponentity)
393                         remove(self.weaponentity);
394                 remove(self);
395                 return;
396         }
397         if (self.owner.deadflag != DEAD_NO)
398         {
399                 self.model = "";
400                 if (self.weaponentity)
401                         self.weaponentity.model = "";
402                 return;
403         }
404         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
405         {
406                 self.cnt = self.owner.weapon;
407                 self.dmg = self.owner.modelindex;
408                 self.deadflag = self.owner.deadflag;
409
410                 string animfilename;
411                 float animfile;
412                 if (self.owner.weaponname != "")
413                 {
414                         // if there is a child entity, hide it until we're sure we use it
415                         if (self.weaponentity)
416                                 self.weaponentity.model = "";
417                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
418                         v_shot_idx = gettagindex(self, "shot"); // used later
419                         if(!v_shot_idx)
420                                 v_shot_idx = gettagindex(self, "tag_shot");
421
422                         if(qcweaponanimation)
423                         {
424                                 self.angles = '0 0 0';
425                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
426                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
427                                 self.movedir_x += 32;
428                                 self.spawnorigin = self.movedir;
429                                 // oldorigin - not calculated here
430                         }
431                         else
432                         {
433                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
434                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
435                                 animfile = fopen(animfilename, FILE_READ);
436                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
437                                 self.anim_fire1  = '0 1 0.01';
438                                 self.anim_fire2  = '1 1 0.01';
439                                 self.anim_idle   = '2 1 0.01';
440                                 self.anim_reload = '3 1 0.01';
441                                 if (animfile >= 0)
442                                 {
443                                         animparseerror = FALSE;
444                                         self.anim_fire1  = animparseline(animfile);
445                                         self.anim_fire2  = animparseline(animfile);
446                                         self.anim_idle   = animparseline(animfile);
447                                         self.anim_reload = animparseline(animfile);
448                                         fclose(animfile);
449                                         if (animparseerror)
450                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");
451                                 }
452
453                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
454                                 // if we don't, this is a "real" animated model
455                                 if(gettagindex(self, "weapon"))
456                                 {
457                                         if (!self.weaponentity)
458                                                 self.weaponentity = spawn();
459                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
460                                         setattachment(self.weaponentity, self, "weapon");
461                                 }
462                                 else if(gettagindex(self, "tag_weapon"))
463                                 {
464                                         if (!self.weaponentity)
465                                                 self.weaponentity = spawn();
466                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
467                                         setattachment(self.weaponentity, self, "tag_weapon");
468                                 }
469                                 else
470                                 {
471                                         if(self.weaponentity)
472                                                 remove(self.weaponentity);
473                                         self.weaponentity = world;
474                                 }
475
476                                 setorigin(self,'0 0 0');
477                                 self.angles = '0 0 0';
478                                 self.frame = 0;
479                                 self.viewmodelforclient = world;
480
481                                 float idx;
482
483                                 if(v_shot_idx) // v_ model attached to invisible h_ model
484                                 {
485                                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
486                                 }
487                                 else
488                                 {
489                                         idx = gettagindex(self, "shot");
490                                         if(!idx)
491                                                 idx = gettagindex(self, "tag_shot");
492                                         if(idx)
493                                                 self.movedir = gettaginfo(self, idx);
494                                         else
495                                         {
496                                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
497                                                 self.movedir = '0 0 0';
498                                         }
499                                 }
500
501                                 if(self.weaponentity) // v_ model attached to invisible h_ model
502                                 {
503                                         idx = gettagindex(self.weaponentity, "shell");
504                                         if(!idx)
505                                                 idx = gettagindex(self.weaponentity, "tag_shell");
506                                         if(idx)
507                                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);
508                                 }
509                                 else
510                                         idx = 0;
511                                 if(!idx)
512                                 {
513                                         idx = gettagindex(self, "shell");
514                                         if(!idx)
515                                                 idx = gettagindex(self, "tag_shell");
516                                         if(idx)
517                                                 self.spawnorigin = gettaginfo(self, idx);
518                                         else
519                                         {
520                                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
521                                                 self.spawnorigin = self.movedir;
522                                         }
523                                 }
524
525                                 if(v_shot_idx)
526                                 {
527                                         self.oldorigin = '0 0 0'; // use regular attachment
528                                 }
529                                 else
530                                 {
531                                         if(self.weaponentity)
532                                         {
533                                                 idx = gettagindex(self, "weapon");
534                                                 if(!idx)
535                                                         idx = gettagindex(self, "tag_weapon");
536                                         }
537                                         else
538                                         {
539                                                 idx = gettagindex(self, "handle");
540                                                 if(!idx)
541                                                         idx = gettagindex(self, "tag_handle");
542                                         }
543                                         if(idx)
544                                         {
545                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
546                                         }
547                                         else
548                                         {
549                                                 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");
550                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this
551                                         }
552                                 }
553
554                                 self.viewmodelforclient = self.owner;
555                         }
556                 }
557                 else
558                 {
559                         self.model = "";
560                         if(self.weaponentity)
561                                 remove(self.weaponentity);
562                         self.weaponentity = world;
563                         self.movedir = '0 0 0';
564                         self.spawnorigin = '0 0 0';
565                         self.oldorigin = '0 0 0';
566                         self.anim_fire1  = '0 1 0.01';
567                         self.anim_fire2  = '0 1 0.01';
568                         self.anim_idle   = '0 1 0.01';
569                         self.anim_reload = '0 1 0.01';
570                 }
571
572                 self.view_ofs = '0 0 0';
573
574                 if(self.movedir_x >= 0)
575                 {
576                         vector v0;
577                         v0 = self.movedir;
578                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);
579                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
580                 }
581                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
582                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
583
584                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
585
586                 // check if an instant weapon switch occurred
587                 if (qcweaponanimation)
588                 {
589                         if (self.state == WS_READY)
590                         {
591                                 self.angles = '0 0 0';
592                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
593                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
594                         }
595                 }
596                 else
597                         setorigin(self, self.view_ofs);
598                 // reset animstate now
599                 self.wframe = WFRAME_IDLE;
600                 self.weapon_morph0time = 0;
601                 self.weapon_morph1time = 0;
602                 self.weapon_morph2time = 0;
603                 self.weapon_morph3time = 0;
604                 self.weapon_morph4time = 0;
605                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
606         }
607
608         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
609         self.effects = self.owner.effects & EFMASK_CHEAP;
610         self.effects &~= EF_LOWPRECISION;
611         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
612         self.effects &~= EF_TELEPORT_BIT;
613         self.effects &~= EF_RESTARTANIM_BIT;
614         self.effects |= tb;
615
616         if(self.owner.alpha == default_player_alpha)
617                 self.alpha = default_weapon_alpha;
618         else if(self.owner.alpha != 0)
619                 self.alpha = self.owner.alpha;
620         else
621                 self.alpha = 1;
622
623         self.colormap = self.owner.colormap;
624         if (self.weaponentity)
625         {
626                 self.weaponentity.effects = self.effects;
627                 self.weaponentity.alpha = self.alpha;
628                 self.weaponentity.colormap = self.colormap;
629         }
630
631         self.angles = '0 0 0';
632         local float f;
633         f = 0;
634         if (self.state == WS_RAISE && !intermission_running)
635         {
636                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
637                 self.angles_x = -90 * f * f;
638                 if (qcweaponanimation)
639                 {
640                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
641                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
642                 }
643         }
644         else if (self.state == WS_DROP && !intermission_running)
645         {
646                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
647                 self.angles_x = -90 * f * f;
648                 if (qcweaponanimation)
649                 {
650                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
651                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
652                 }
653         }
654         else if (self.state == WS_CLEAR)
655         {
656                 f = 1;
657                 self.angles_x = -90 * f * f;
658                 if (qcweaponanimation)
659                 {
660                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
661                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
662                 }
663         }
664         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
665         {
666                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
667                 f = 1 - pow(1 - f, 3);
668                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
669                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
670         }
671         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
672         {
673                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
674                 f = 1 - pow(1 - f, 3);
675                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
676                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
677         }
678         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
679         {
680                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
681                 f = 1 - pow(1 - f, 3);
682                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
683                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
684         }
685         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
686         {
687                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
688                 f = 1 - pow(1 - f, 3);
689                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
690                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
691         }
692         else if (qcweaponanimation)
693         {
694                 // begin a new idle morph
695                 self.owner.weapon_morph0time   = time;
696                 self.owner.weapon_morph0angles = self.angles;
697                 self.owner.weapon_morph0origin = self.origin;
698
699                 float r;
700                 float t;
701
702                 r = random();
703                 if (r < 0.1)
704                 {
705                         // turn gun to the left to look at it
706                         t = 2;
707                         self.owner.weapon_morph1time   = time + t * 0.2;
708                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
709                         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');
710                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
711
712                         self.owner.weapon_morph2time   = time + t * 0.6;
713                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
714                         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');
715                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
716
717                         self.owner.weapon_morph3time   = time + t;
718                         self.owner.weapon_morph3angles = '0 0 0';
719                         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');
720                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
721                 }
722                 else if (r < 0.2)
723                 {
724                         // raise the gun a bit
725                         t = 2;
726                         self.owner.weapon_morph1time   = time + t * 0.2;
727                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
728                         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');
729                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
730
731                         self.owner.weapon_morph2time   = time + t * 0.5;
732                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
733                         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');
734                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
735
736                         self.owner.weapon_morph3time   = time + t;
737                         self.owner.weapon_morph3angles = '0 0 0';
738                         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');
739                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
740                 }
741                 else if (r < 0.3)
742                 {
743                         // tweak it a bit
744                         t = 5;
745                         self.owner.weapon_morph1time   = time + t * 0.3;
746                         self.owner.weapon_morph1angles = randomvec() * 6;
747                         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');
748                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
749
750                         self.owner.weapon_morph2time   = time + t * 0.7;
751                         self.owner.weapon_morph2angles = randomvec() * 6;
752                         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');
753                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
754
755                         self.owner.weapon_morph3time   = time + t;
756                         self.owner.weapon_morph3angles = '0 0 0';
757                         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');
758                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
759                 }
760                 else
761                 {
762                         // hold it mostly steady
763                         t = random() * 6 + 4;
764                         self.owner.weapon_morph1time   = time + t * 0.2;
765                         self.owner.weapon_morph1angles = randomvec() * 1;
766                         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');
767                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
768
769                         self.owner.weapon_morph2time   = time + t * 0.5;
770                         self.owner.weapon_morph2angles = randomvec() * 1;
771                         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');
772                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
773
774                         self.owner.weapon_morph3time   = time + t * 0.7;
775                         self.owner.weapon_morph3angles = randomvec() * 1;
776                         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');
777                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
778                 }
779
780                 self.owner.weapon_morph4time   = time + t;
781                 self.owner.weapon_morph4angles = '0 0 0';
782                 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');
783                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
784
785         }
786
787         // create or update the lasertarget entity
788         LaserTarget_Think();
789 };
790
791 void CL_ExteriorWeaponentity_Think()
792 {
793         float tag_found;
794         vector ang;
795         self.nextthink = time;
796         if (self.owner.exteriorweaponentity != self)
797         {
798                 remove(self);
799                 return;
800         }
801         if (self.owner.deadflag != DEAD_NO)
802         {
803                 self.model = "";
804                 return;
805         }
806         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
807         {
808                 self.cnt = self.owner.weapon;
809                 self.dmg = self.owner.modelindex;
810                 self.deadflag = self.owner.deadflag;
811                 if (self.owner.weaponname != "")
812                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
813                 else
814                         self.model = "";
815
816                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
817                 {
818                         self.tag_index = tag_found;
819                         self.tag_entity = self.owner;
820                 }
821                 else
822                         setattachment(self, self.owner, "bip01 r hand");
823
824                 // if that didn't find a tag, hide the exterior weapon model
825                 if (!self.tag_index)
826                         self.model = "";
827         }
828         self.effects = self.owner.effects;
829         if(sv_pitch_min == sv_pitch_max)
830                 self.effects |= EF_LOWPRECISION;
831         else
832                 self.effects &~= EF_LOWPRECISION;
833         self.effects = self.effects & EFMASK_CHEAP; // eat performance
834         if(self.owner.alpha == default_player_alpha)
835                 self.alpha = default_weapon_alpha;
836         else if(self.owner.alpha != 0)
837                 self.alpha = self.owner.alpha;
838         else
839                 self.alpha = 1;
840
841         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
842         ang_y = 0;
843         ang_z = 0;
844
845         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
846         {
847                 ang_y = self.owner.v_angle_y;
848                 makevectors(ang);
849                 var vector v = v_forward;
850                 var float t = self.tag_entity.frame1time;
851                 var float f = self.tag_entity.frame;
852                 self.tag_entity.frame1time = time;
853                 self.tag_entity.frame = self.tag_entity.anim_idle_x;
854                 gettaginfo(self.tag_entity, self.tag_index);
855                 self.tag_entity.frame1time = t;
856                 self.tag_entity.frame = f;
857                 // untransform v according to this coordinate space
858                 vector w;
859                 w_x = v_forward * v;
860                 w_y = -v_right * v;
861                 w_z = v_up * v;
862                 self.angles = vectoangles(w);
863         }
864         else
865         {
866                 ang_x = -/* don't ask */ang_x;
867                 self.angles = ang;
868         }
869
870         self.colormap = self.owner.colormap;
871 };
872
873 // spawning weaponentity for client
874 void CL_SpawnWeaponentity()
875 {
876         self.weaponentity = spawn();
877         self.weaponentity.classname = "weaponentity";
878         self.weaponentity.solid = SOLID_NOT;
879         self.weaponentity.owner = self;
880         setmodel(self.weaponentity, ""); // precision set when changed
881         setorigin(self.weaponentity, '0 0 0');
882         self.weaponentity.angles = '0 0 0';
883         self.weaponentity.viewmodelforclient = self;
884         self.weaponentity.flags = 0;
885         self.weaponentity.think = CL_Weaponentity_Think;
886         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
887         self.weaponentity.nextthink = time;
888
889         self.exteriorweaponentity = spawn();
890         self.exteriorweaponentity.classname = "exteriorweaponentity";
891         self.exteriorweaponentity.solid = SOLID_NOT;
892         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
893         self.exteriorweaponentity.owner = self;
894         setorigin(self.exteriorweaponentity, '0 0 0');
895         self.exteriorweaponentity.angles = '0 0 0';
896         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
897         self.exteriorweaponentity.nextthink = time;
898 };
899
900 .float hasweapon_complain_spam;
901
902 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
903 {
904         local float weaponbit, f;
905         local entity oldself;
906
907         if(time < self.hasweapon_complain_spam)
908                 complain = 0;
909         if(complain)
910                 self.hasweapon_complain_spam = time + 0.2;
911
912         if (wpn < WEP_FIRST || wpn > WEP_LAST)
913         {
914                 if (complain)
915                         sprint(self, "Invalid weapon\n");
916                 return FALSE;
917         }
918         weaponbit = W_WeaponBit(wpn);
919         if (cl.weapons & weaponbit)
920         {
921                 if (andammo)
922                 {
923                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
924                         {
925                                 f = 1;
926                         }
927                         else
928                         {
929                                 oldself = self;
930                                 self = cl;
931                                 f = weapon_action(wpn, WR_CHECKAMMO1);
932                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
933                                 self = oldself;
934                         }
935                         if (!f)
936                         {
937                                 if (complain)
938                                 if(clienttype(cl) == CLIENTTYPE_REAL)
939                                 {
940                                         play2(cl, "weapons/unavailable.wav");
941                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
942                                 }
943                                 return FALSE;
944                         }
945                 }
946                 return TRUE;
947         }
948         if (complain)
949         {
950                 // DRESK - 3/16/07
951                 // Report Proper Weapon Status / Modified Weapon Ownership Message
952                 if(weaponsInMap & weaponbit)
953                 {
954                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
955
956                         if(cvar("g_showweaponspawns"))
957                         {
958                                 entity e;
959                                 string s;
960
961                                 e = get_weaponinfo(wpn);
962                                 s = e.model2;
963
964                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
965                                 {
966                                         if(e.classname == "droppedweapon")
967                                                 continue;
968                                         if not(e.flags & FL_ITEM)
969                                                 continue;
970                                         WaypointSprite_Spawn(
971                                                 s,
972                                                 1, 0,
973                                                 world, e.origin,
974                                                 self, 0,
975                                                 world, enemy,
976                                                 0
977                                         );
978                                 }
979                         }
980                 }
981                 else
982                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
983
984                 play2(cl, "weapons/unavailable.wav");
985         }
986         return FALSE;
987 };
988
989 // Weapon subs
990 void w_clear()
991 {
992         if (self.weapon != -1)
993                 self.weapon = 0;
994         if (self.weaponentity)
995         {
996                 self.weaponentity.state = WS_CLEAR;
997                 self.weaponentity.effects = 0;
998         }
999 };
1000
1001 void w_ready()
1002 {
1003         if (self.weaponentity)
1004                 self.weaponentity.state = WS_READY;
1005         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1006 };
1007
1008 // Setup weapon for client (after this raise frame will be launched)
1009 void weapon_setup(float windex)
1010 {
1011         entity e;
1012         qcweaponanimation = cvar("sv_qcweaponanimation");
1013         e = get_weaponinfo(windex);
1014         self.items &~= IT_AMMO;
1015         self.items = self.items | e.items;
1016
1017         // the two weapon entities will notice this has changed and update their models
1018         self.weapon = windex;
1019         self.weaponname = e.mdl;
1020         self.bulletcounter = 0;
1021 };
1022
1023 // perform weapon to attack (weaponstate and attack_finished check is here)
1024 .float race_penalty;
1025 float weapon_prepareattack(float secondary, float attacktime)
1026 {
1027         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1028         //if all players readied up and the countdown is running
1029         if(time < game_starttime || time < self.race_penalty) {
1030                 return FALSE;
1031         }
1032
1033         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1034         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1035         {
1036                 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1037                 float w, ww;
1038                 w = W_WeaponBit(self.weapon);
1039                 self.weapons &~= w;
1040                 ww = w_getbestweapon(self);
1041                 self.weapons |= w;
1042                 if(ww)
1043                         W_SwitchWeapon_Force(self, ww);
1044                 return FALSE;
1045         }
1046
1047         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1048                 return FALSE;
1049
1050         // do not even think about shooting if switching
1051         if(self.switchweapon != self.weapon)
1052                 return FALSE;
1053
1054         if(attacktime >= 0)
1055         {
1056                 // don't fire if previous attack is not finished
1057                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1058                         return FALSE;
1059                 // don't fire while changing weapon
1060                 if (self.weaponentity.state != WS_READY)
1061                         return FALSE;
1062         }
1063         self.weaponentity.state = WS_INUSE;
1064
1065         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1066
1067         // if the weapon hasn't been firing continuously, reset the timer
1068         if(attacktime >= 0)
1069         {
1070                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1071                 {
1072                         ATTACK_FINISHED(self) = time;
1073                         //dprint("resetting attack finished to ", ftos(time), "\n");
1074                 }
1075                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1076         }
1077         self.bulletcounter += 1;
1078         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1079         return TRUE;
1080 };
1081
1082 void weapon_thinkf(float fr, float t, void() func)
1083 {
1084         vector a;
1085         vector of, or, ou;
1086         float restartanim;
1087
1088         if(fr == WFRAME_DONTCHANGE)
1089         {
1090                 fr = self.weaponentity.wframe;
1091                 restartanim = FALSE;
1092         }
1093         else if (fr == WFRAME_IDLE)
1094                 restartanim = FALSE;
1095         else
1096                 restartanim = TRUE;
1097
1098         of = v_forward;
1099         or = v_right;
1100         ou = v_up;
1101
1102         if (self.weaponentity)
1103         {
1104                 self.weaponentity.wframe = fr;
1105                 if (qcweaponanimation)
1106                 {
1107                         if (fr != WFRAME_IDLE)
1108                         {
1109                                 self.weapon_morph0time = time;
1110                                 self.weapon_morph0angles = self.weaponentity.angles;
1111                                 self.weapon_morph0origin = self.weaponentity.origin;
1112
1113                                 self.weapon_morph1angles = '0 0 0';
1114                                 self.weapon_morph1time = time + t;
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
1118                                 self.weapon_morph2angles = '0 0 0';
1119                                 self.weapon_morph2time = time + t;
1120                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1121                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1122
1123                                 self.weapon_morph3angles = '0 0 0';
1124                                 self.weapon_morph3time = time + t;
1125                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1126                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1127
1128                                 self.weapon_morph4angles = '0 0 0';
1129                                 self.weapon_morph4time = time + t;
1130                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1131                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1132
1133                                 if (fr == WFRAME_FIRE1)
1134                                 {
1135                                         self.weapon_morph1angles = '5 0 0';
1136                                         self.weapon_morph1time = time + t * 0.1;
1137                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1138                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1139                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1140                                 }
1141                                 else if (fr == WFRAME_FIRE2)
1142                                 {
1143                                         self.weapon_morph1angles = '10 0 0';
1144                                         self.weapon_morph1time = time + t * 0.1;
1145                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1146                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1147                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1148                                 }
1149                                 else if (fr == WFRAME_RELOAD)
1150                                 {
1151                                         self.weapon_morph1time = time + t * 0.05;
1152                                         self.weapon_morph1angles = '-10 40 0';
1153                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1154                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1155
1156                                         self.weapon_morph2time = time + t * 0.15;
1157                                         self.weapon_morph2angles = '-10 40 5';
1158                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1159                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1160
1161                                         self.weapon_morph3time = time + t * 0.25;
1162                                         self.weapon_morph3angles = '-10 40 0';
1163                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1164                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1165                                 }
1166                         }
1167                 }
1168                 else
1169                 {
1170                         if (fr == WFRAME_IDLE)
1171                                 a = self.weaponentity.anim_idle;
1172                         else if (fr == WFRAME_FIRE1)
1173                                 a = self.weaponentity.anim_fire1;
1174                         else if (fr == WFRAME_FIRE2)
1175                                 a = self.weaponentity.anim_fire2;
1176                         else if (fr == WFRAME_RELOAD)
1177                                 a = self.weaponentity.anim_reload;
1178                         a_z *= g_weaponratefactor;
1179                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1180                 }
1181         }
1182
1183         v_forward = of;
1184         v_right = or;
1185         v_up = ou;
1186
1187         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1188         {
1189                 backtrace("Tried to override initial weapon think function - should this really happen?");
1190         }
1191
1192         t *= W_WeaponRateFactor();
1193
1194         // VorteX: haste can be added here
1195         if (self.weapon_think == w_ready)
1196         {
1197                 self.weapon_nextthink = time;
1198                 //dprint("started firing at ", ftos(time), "\n");
1199         }
1200         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1201         {
1202                 self.weapon_nextthink = time;
1203                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1204         }
1205         self.weapon_nextthink = self.weapon_nextthink + t;
1206         self.weapon_think = func;
1207         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1208
1209         if (restartanim)
1210         if (t)
1211         if (!self.crouch) // shoot anim stands up, this looks bad
1212         {
1213                 local vector anim;
1214                 anim = self.anim_shoot;
1215                 anim_z = anim_y / (t + sys_frametime);
1216                 setanim(self, anim, FALSE, TRUE, TRUE);
1217         }
1218 };
1219
1220 void weapon_boblayer1(float spd, vector org)
1221 {
1222         // VorteX: haste can be added here
1223 };
1224
1225 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1226 {
1227         vector mdirection;
1228         float mspeed;
1229         float outspeed;
1230         float nstyle;
1231         vector outvelocity;
1232
1233         mvelocity = mvelocity * g_weaponspeedfactor;
1234
1235         mdirection = normalize(mvelocity);
1236         mspeed = vlen(mvelocity);
1237
1238         nstyle = cvar("g_projectiles_newton_style");
1239         if(nstyle == 0)
1240         {
1241                 // absolute velocity
1242                 outvelocity = mvelocity;
1243         }
1244         else if(nstyle == 1)
1245         {
1246                 // true Newtonian projectiles
1247                 outvelocity = pvelocity + mvelocity;
1248         }
1249         else if(nstyle == 2)
1250         {
1251                 // true Newtonian projectiles with automatic aim adjustment
1252                 //
1253                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1254                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1255                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1256                 // PLUS SIGN!
1257                 // not defined?
1258                 // then...
1259                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1260                 // velocity without mdirection component > mspeed
1261                 // fire at smallest possible mspeed that works?
1262                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1263
1264                 vector solution;
1265                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1266                 if(solution_z)
1267                         outspeed = solution_y; // the larger one
1268                 else
1269                 {
1270                         //outspeed = 0; // slowest possible shot
1271                         outspeed = solution_x; // the real part (that is, the average!)
1272                         //dprint("impossible shot, adjusting\n");
1273                 }
1274
1275                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1276                 outvelocity = mdirection * outspeed;
1277         }
1278         else if(nstyle == 3)
1279         {
1280                 // pseudo-Newtonian:
1281                 outspeed = mspeed + mdirection * pvelocity;
1282                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1283                 outvelocity = mdirection * outspeed;
1284         }
1285         else if(nstyle == 4)
1286         {
1287                 // tZorkian:
1288                 outspeed = mspeed + vlen(pvelocity);
1289                 outvelocity = mdirection * outspeed;
1290         }
1291         else
1292                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1293
1294         return outvelocity;
1295 }
1296
1297 void W_AttachToShotorg(entity flash, vector offset)
1298 {
1299         entity xflash;
1300         flash.owner = self;
1301         flash.angles_z = random() * 360;
1302         if(qcweaponanimation)
1303         {
1304                 setorigin(flash, w_shotorg + w_shotdir * 50);
1305                 flash.angles = vectoangles(w_shotdir);
1306                 flash.angles_z = random() * 360;
1307         }
1308         else
1309         {
1310                 setattachment(flash, self.weaponentity, "shot");
1311                 setorigin(flash, offset);
1312
1313                 xflash = spawn();
1314                 copyentity(flash, xflash);
1315
1316                 flash.viewmodelforclient = self;
1317
1318                 if(self.weaponentity.oldorigin_x > 0)
1319                 {
1320                         setattachment(xflash, self.exteriorweaponentity, "");
1321                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1322                 }
1323                 else
1324                 {
1325                         setattachment(xflash, self.exteriorweaponentity, "shot");
1326                 }
1327         }
1328 }
1329
1330 vector cliptoplane(vector v, vector p)
1331 {
1332         return v - (v * p) * p;
1333 }
1334
1335 vector solve_cubic_pq(float p, float q)
1336 {
1337         float D, u, v, a;
1338         D = q*q/4.0 + p*p*p/27.0;
1339         if(D < 0)
1340         {
1341                 // irreducibilis
1342                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1343                 u = sqrt(-4.0/3.0 * p);
1344                 // a in range 0..pi/3
1345                 // cos(a)
1346                 // cos(a + 2pi/3)
1347                 // cos(a + 4pi/3)
1348                 return
1349                         u *
1350                         (
1351                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1352                                 +
1353                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1354                                 +
1355                                 '0 0 1' * cos(a)
1356                         );
1357         }
1358         else if(D == 0)
1359         {
1360                 // simple
1361                 if(p == 0)
1362                         return '0 0 0';
1363                 u = 3*q/p;
1364                 v = -u/2;
1365                 if(u >= v)
1366                         return '1 1 0' * v + '0 0 1' * u;
1367                 else
1368                         return '0 1 1' * v + '1 0 0' * u;
1369         }
1370         else
1371         {
1372                 // cardano
1373                 u = cbrt(-q/2.0 + sqrt(D));
1374                 v = cbrt(-q/2.0 - sqrt(D));
1375                 return '1 1 1' * (u + v);
1376         }
1377 }
1378 vector solve_cubic_abcd(float a, float b, float c, float d)
1379 {
1380         // y = 3*a*x + b
1381         // x = (y - b) / 3a
1382         float p, q;
1383         vector v;
1384         p = (9*a*c - 3*b*b);
1385         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1386         v = solve_cubic_pq(p, q);
1387         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1388         if(a < 0)
1389                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1390         return v;
1391 }
1392
1393 vector findperpendicular(vector v)
1394 {
1395         vector p;
1396         p_x = v_z;
1397         p_y = -v_x;
1398         p_z = v_y;
1399         return normalize(cliptoplane(p, v));
1400 }
1401
1402 vector W_CalculateProjectileSpread(vector forward, float spread)
1403 {
1404         float sigma;
1405         vector v1, v2;
1406         float dx, dy, r;
1407         float sstyle;
1408         spread *= g_weaponspreadfactor;
1409         if(spread <= 0)
1410                 return forward;
1411         sstyle = cvar("g_projectiles_spread_style");
1412         
1413         if(sstyle == 0)
1414         {
1415                 // this is the baseline for the spread value!
1416                 // standard deviation: sqrt(2/5)
1417                 // density function: sqrt(1-r^2)
1418                 return forward + randomvec() * spread;
1419         }
1420         else if(sstyle == 1)
1421         {
1422                 // same thing, basically
1423                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1424         }
1425         else if(sstyle == 2)
1426         {
1427                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1428                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1429                 v1 = findperpendicular(forward);
1430                 v2 = cross(forward, v1);
1431                 // random point on unit circle
1432                 dx = random() * 2 * M_PI;
1433                 dy = sin(dx);
1434                 dx = cos(dx);
1435                 // radius in our dist function
1436                 r = random();
1437                 r = sqrt(r);
1438                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1439         }
1440         else if(sstyle == 3) // gauss 3d
1441         {
1442                 sigma = spread * 0.44721359549996; // match baseline stddev
1443                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1444                 v1 = forward;
1445                 v1_x += gsl_ran_gaussian(sigma);
1446                 v1_y += gsl_ran_gaussian(sigma);
1447                 v1_z += gsl_ran_gaussian(sigma);
1448                 return v1;
1449         }
1450         else if(sstyle == 4) // gauss 2d
1451         {
1452                 sigma = spread * 0.44721359549996; // match baseline stddev
1453                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1454                 v1_x = gsl_ran_gaussian(sigma);
1455                 v1_y = gsl_ran_gaussian(sigma);
1456                 v1_z = gsl_ran_gaussian(sigma);
1457                 return normalize(forward + cliptoplane(v1, forward));
1458         }
1459         else if(sstyle == 5) // 1-r
1460         {
1461                 sigma = spread * 1.154700538379252; // match baseline stddev
1462                 v1 = findperpendicular(forward);
1463                 v2 = cross(forward, v1);
1464                 // random point on unit circle
1465                 dx = random() * 2 * M_PI;
1466                 dy = sin(dx);
1467                 dx = cos(dx);
1468                 // radius in our dist function
1469                 r = random();
1470                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1471                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1472         }
1473         else if(sstyle == 6) // 1-r^2
1474         {
1475                 sigma = spread * 1.095445115010332; // match baseline stddev
1476                 v1 = findperpendicular(forward);
1477                 v2 = cross(forward, v1);
1478                 // random point on unit circle
1479                 dx = random() * 2 * M_PI;
1480                 dy = sin(dx);
1481                 dx = cos(dx);
1482                 // radius in our dist function
1483                 r = random();
1484                 r = sqrt(1 - r);
1485                 r = sqrt(1 - r);
1486                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1487         }
1488         else if(sstyle == 7) // (1-r) (2-r)
1489         {
1490                 sigma = spread * 1.224744871391589; // match baseline stddev
1491                 v1 = findperpendicular(forward);
1492                 v2 = cross(forward, v1);
1493                 // random point on unit circle
1494                 dx = random() * 2 * M_PI;
1495                 dy = sin(dx);
1496                 dx = cos(dx);
1497                 // radius in our dist function
1498                 r = random();
1499                 r = 1 - sqrt(r);
1500                 r = 1 - sqrt(r);
1501                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1502         }
1503         else
1504                 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)!");
1505         return '0 0 0';
1506         /*
1507          * how to derive falloff functions:
1508          * rho(r) := (2-r) * (1-r);
1509          * a : 0;
1510          * b : 1;
1511          * rhor(r) := r * rho(r);
1512          * cr(t) := integrate(rhor(r), r, a, t);
1513          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1514          * variance : scr(b) / cr(b);
1515          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1516          * sqrt(0.4 / variance), numer;
1517          */
1518 }
1519
1520 #if 0
1521 float mspercallsum;
1522 float mspercallsstyle;
1523 float mspercallcount;
1524 #endif
1525 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float spread)
1526 {
1527         if(missile.owner == world)
1528                 error("Unowned missile");
1529
1530         dir = dir + upDir * (pUpSpeed / pSpeed);
1531         pSpeed *= vlen(dir);
1532         dir = normalize(dir);
1533
1534 #if 0
1535         if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1536         {
1537                 mspercallsum = mspercallcount = 0;
1538                 mspercallsstyle = cvar("g_projectiles_spread_style");
1539         }
1540         mspercallsum -= gettime(GETTIME_HIRES);
1541 #endif
1542         dir = W_CalculateProjectileSpread(dir, spread);
1543 #if 0
1544         mspercallsum += gettime(GETTIME_HIRES);
1545         mspercallcount += 1;
1546         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1547 #endif
1548
1549         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1550 }
1551
1552 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1553 {
1554         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, spread);
1555 }
1556
1557 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_spread"))
1558 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, cvar(#s "_spread"))