2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 void W_SwitchWeapon_Force(entity e, float w)
12 e.cnt = e.switchweapon;
18 // VorteX: static frame globals
19 float WFRAME_DONTCHANGE = -1;
20 float WFRAME_FIRE1 = 0;
21 float WFRAME_FIRE2 = 1;
22 float WFRAME_IDLE = 2;
23 float WFRAME_RELOAD = 3;
26 void(float fr, float t, void() func) weapon_thinkf;
28 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
31 ret_x = screenright * v;
33 ret_z = screenforward * v;
37 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
40 vector mi, ma, thisv, myv, ret;
42 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
44 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
46 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
49 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
50 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
51 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
52 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
55 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
56 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
57 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
66 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
67 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
68 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
69 ret_z = thisv_z - myv_z;
73 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
79 if(player.hitplotfh >= 0)
81 lag = ANTILAG_LATENCY(player);
84 if(clienttype(player) != CLIENTTYPE_REAL)
85 lag = 0; // only antilag for clients
87 org = player.origin + player.view_ofs;
88 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
89 if(trace_ent.flags & FL_CLIENT)
91 antilag_takeback(trace_ent, time - lag);
92 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
93 antilag_restore(trace_ent);
94 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
95 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
103 // this function calculates w_shotorg and w_shotdir based on the weapon model
104 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
105 // make sure you call makevectors first (FIXME?)
106 void W_SetupShot(entity ent, float antilag, float recoil, string snd)
108 float nudge = 1; // added to traceline target and subtracted from result
109 local vector trueaimpoint;
110 local float oldsolid;
112 oldsolid = ent.dphitcontentsmask;
113 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
114 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
115 trueaimpoint = trace_endpos;
117 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
119 if(ent.weaponentity.movedir_x > 0)
121 vecs = ent.weaponentity.movedir;
127 if(debug_shotorg != '0 0 0')
128 vecs = debug_shotorg;
130 dv = v_right * vecs_y + v_up * vecs_z;
131 w_shotorg = ent.origin + ent.view_ofs + dv;
133 // move the vecs sideways as much as requested if possible
134 traceline(ent.origin + ent.view_ofs, w_shotorg + normalize(dv) * nudge, MOVE_NORMAL, ent);
135 w_shotorg = trace_endpos - normalize(dv) * nudge;
137 // now move the shotorg forward as much as requested if possible
138 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
139 w_shotorg = trace_endpos - v_forward * nudge;
140 // calculate the shotdir from the chosen shotorg
141 w_shotdir = normalize(trueaimpoint - w_shotorg);
144 // explanation of g_antilag:
145 // if client reports it was aiming at a player, and the serverside trace
146 // says it would miss, change the aim point to the player's new origin,
147 // but only if the shot at the player's new origin would hit of course
149 // FIXME: a much better method for bullet weapons would be to leave a
150 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
151 // ghost corresponding to this player's ping time, and if so it would do
152 // damage to the real player
154 if (ent.cursor_trace_ent) // client was aiming at someone
155 if (ent.cursor_trace_ent != ent) // just to make sure
156 if (ent.cursor_trace_ent.takedamage) // and that person is killable
157 if (ent.cursor_trace_ent.classname == "player") // and actually a player
158 if (cvar("g_antilag") == 1)
160 // verify that the shot would miss without antilag
161 // (avoids an issue where guns would always shoot at their origin)
162 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
163 if (!trace_ent.takedamage)
165 // verify that the shot would hit if altered
166 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
167 if (trace_ent == ent.cursor_trace_ent)
169 // verify that the shot would hit in the past
170 if(ent.antilag_debug)
171 antilag_takeback(ent.cursor_trace_ent, time - ent.antilag_debug);
173 antilag_takeback(ent.cursor_trace_ent, time - ANTILAG_LATENCY(ent));
175 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
176 antilag_restore(ent.cursor_trace_ent);
178 if(trace_ent == ent.cursor_trace_ent)
181 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
182 dprint("ANTILAG HIT for ", ent.netname, "\n");
186 // prydon cursor aimbot or odd network conditions
187 dprint("WARNING: antilag ghost trace for ", ent.netname, " failed!\n");
190 if(cvar("developer") >= 2)
192 vector v, vplus, vel;
194 v = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) ));
195 vplus = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) + 0.01));
196 vel = (vplus - v) * (1 / 0.01);
197 // solve: v + X * vel = closest to ent.origin + ent.view_ofs, v_forward axis
198 v -= (ent.origin + ent.view_ofs);
199 // solve: v + X * vel = closest to v_forward axis
200 // project into 2D by subtracting v_forward components:
201 v -= (v * v_forward) * v_forward;
202 vel -= (vel * v_forward) * v_forward;
203 // solve: v + X * vel = closest to origin
204 // (v + X * vel)^2 closest to 0
205 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
206 X = -(v * vel) / (vel * vel);
207 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(ent) + X), " instead of ", ftos(ANTILAG_LATENCY(ent)), "\n");
215 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
217 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
218 if (!trace_ent.takedamage)
220 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
221 if (trace_ent.takedamage && trace_ent.classname == "player")
225 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
227 w_shotdir = normalize(trace_ent.origin - w_shotorg);
231 else if(cvar("g_antilag") == 3) // client side hitscan
233 if (ent.cursor_trace_ent) // client was aiming at someone
234 if (ent.cursor_trace_ent != ent) // just to make sure
235 if (ent.cursor_trace_ent.takedamage) // and that person is killable
236 if (ent.cursor_trace_ent.classname == "player") // and actually a player
238 // verify that the shot would miss without antilag
239 // (avoids an issue where guns would always shoot at their origin)
240 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
241 if (!trace_ent.takedamage)
243 // verify that the shot would hit if altered
244 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
245 if (trace_ent == ent.cursor_trace_ent)
246 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
248 print("antilag fail\n");
255 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
258 ent.punchangle_x = recoil * -1;
262 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
265 if (ent.items & IT_STRENGTH)
267 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
270 void LaserTarget_Think()
277 // list of weapons that will use the laser, and the options that enable it
278 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
281 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
286 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
289 // rocket launcher isn't selected, so no laser target.
290 if(self.lasertarget != world)
292 remove(self.lasertarget);
293 self.lasertarget = world;
298 if(!self.lasertarget)
300 // we don't have a lasertarget entity, so spawn one
301 //bprint("create laser target\n");
302 e = self.lasertarget = spawn();
303 e.owner = self.owner; // Its owner is my owner
304 e.classname = "laser_target";
305 e.movetype = MOVETYPE_NOCLIP; // don't touch things
306 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
307 e.scale = 1.25; // make it larger
308 e.alpha = 0.25; // transparency
309 e.colormod = '255 0 0' * (1/255) * 8; // change colors
310 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
311 // make it dynamically glow
312 // you should avoid over-using this, as it can slow down the player's computer.
313 e.glow_color = 251; // red color
317 e = self.lasertarget;
319 // move the laser dot to where the player is looking
321 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
322 offset = '0 0 26' + v_right*3;
323 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
324 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
325 if(trace_plane_normal != '0 0 0')
326 e.angles = vectoangles(trace_plane_normal);
328 e.angles = vectoangles(v_forward);
331 float CL_Weaponentity_CustomizeEntityForClient()
333 self.viewmodelforclient = self.owner;
334 if(other.classname == "spectator")
335 if(other.enemy == self.owner)
336 self.viewmodelforclient = other;
340 float qcweaponanimation;
341 vector weapon_offset = '0 -10 0';
342 vector weapon_adjust = '10 0 -15';
343 .vector weapon_morph0origin;
344 .vector weapon_morph0angles;
345 .float weapon_morph0time;
346 .vector weapon_morph1origin;
347 .vector weapon_morph1angles;
348 .float weapon_morph1time;
349 .vector weapon_morph2origin;
350 .vector weapon_morph2angles;
351 .float weapon_morph2time;
352 .vector weapon_morph3origin;
353 .vector weapon_morph3angles;
354 .float weapon_morph3time;
355 .vector weapon_morph4origin;
356 .vector weapon_morph4angles;
357 .float weapon_morph4time;
359 #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)
364 * 1. simple animated model, muzzlr flash handling on h_ model:
365 * h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation
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 * weapon = attachment for v_tuba.md3
370 * v_tuba.md3 - first and third person model
371 * g_tuba.md3 - pickup model
373 * 2. fully animated model, muzzle flash handling on h_ model:
374 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
376 * shot = muzzle end (shot origin, also used for muzzle flashes)
377 * shell = casings ejection point (must be on the right hand side of the gun)
378 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
379 * v_tuba.md3 - third person model
380 * g_tuba.md3 - pickup model
382 * 3. fully animated model, muzzle flash handling on v_ model:
383 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
385 * shot = muzzle end (shot origin)
386 * shell = casings ejection point (must be on the right hand side of the gun)
387 * v_tuba.md3 - third person model
389 * shot = muzzle end (for muzzle flashes)
390 * g_tuba.md3 - pickup model
393 void CL_Weaponentity_Think()
395 float tb, v_shot_idx;
396 self.nextthink = time;
397 if (intermission_running)
398 self.frame = self.anim_idle_x;
399 if (self.owner.weaponentity != self)
401 if (self.weaponentity)
402 remove(self.weaponentity);
406 if (self.owner.deadflag != DEAD_NO)
409 if (self.weaponentity)
410 self.weaponentity.model = "";
413 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
415 self.cnt = self.owner.weapon;
416 self.dmg = self.owner.modelindex;
417 self.deadflag = self.owner.deadflag;
421 if (self.owner.weaponname != "")
423 // if there is a child entity, hide it until we're sure we use it
424 if (self.weaponentity)
425 self.weaponentity.model = "";
426 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
427 v_shot_idx = gettagindex(self, "shot"); // used later
429 if(qcweaponanimation)
431 self.angles = '0 0 0';
432 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
433 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
434 self.movedir_x += 32;
435 self.spawnorigin = self.movedir;
436 // oldorigin - not calculated here
440 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
441 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
442 animfile = fopen(animfilename, FILE_READ);
443 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
444 self.anim_fire1 = '0 1 0.01';
445 self.anim_fire2 = '1 1 0.01';
446 self.anim_idle = '2 1 0.01';
447 self.anim_reload = '3 1 0.01';
450 animparseerror = FALSE;
451 self.anim_fire1 = animparseline(animfile);
452 self.anim_fire2 = animparseline(animfile);
453 self.anim_idle = animparseline(animfile);
454 self.anim_reload = animparseline(animfile);
457 print("Parse error in ", animfilename, ", some player animations are broken\n");
460 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
461 // if we don't, this is a "real" animated model
462 if(gettagindex(self, "weapon"))
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, "weapon");
471 if(self.weaponentity)
472 remove(self.weaponentity);
473 self.weaponentity = world;
476 self.origin = '0 0 0';
477 self.angles = '0 0 0';
479 self.viewmodelforclient = world;
482 idx = gettagindex(self, "shot");
485 self.movedir = gettaginfo(self, idx);
489 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
490 self.movedir = '0 0 0';
493 idx = gettagindex(self, "shell");
496 self.spawnorigin = gettaginfo(self, idx);
500 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
501 self.spawnorigin = self.movedir;
506 self.oldorigin = '0 0 0';
510 if(self.weaponentity)
511 idx = gettagindex(self, "weapon");
513 idx = gettagindex(self, "handle");
516 self.oldorigin = self.movedir - gettaginfo(self, idx);
520 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");
521 self.oldorigin = '0 0 0'; // there is no way to recover from this
525 self.viewmodelforclient = self.owner;
531 if(self.weaponentity)
532 remove(self.weaponentity);
533 self.weaponentity = world;
534 self.movedir = '0 0 0';
535 self.spawnorigin = '0 0 0';
536 self.oldorigin = '0 0 0';
537 self.anim_fire1 = '0 1 0.01';
538 self.anim_fire2 = '0 1 0.01';
539 self.anim_idle = '0 1 0.01';
540 self.anim_reload = '0 1 0.01';
543 self.view_ofs = '0 0 0';
545 if(self.movedir_x >= 0)
549 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
550 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
552 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
553 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
555 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
557 // check if an instant weapon switch occurred
558 if (qcweaponanimation)
560 if (self.state == WS_READY)
562 self.angles = '0 0 0';
563 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
564 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
568 setorigin(self, self.view_ofs);
569 // reset animstate now
570 self.wframe = WFRAME_IDLE;
571 self.weapon_morph0time = 0;
572 self.weapon_morph1time = 0;
573 self.weapon_morph2time = 0;
574 self.weapon_morph3time = 0;
575 self.weapon_morph4time = 0;
576 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
579 tb = (self.effects & EF_TELEPORT_BIT);
580 self.effects = self.owner.effects & EFMASK_CHEAP;
581 self.effects &~= EF_LOWPRECISION;
582 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
583 self.effects &~= EF_TELEPORT_BIT;
586 if(self.owner.alpha != 0)
587 self.alpha = self.owner.alpha;
591 self.colormap = self.owner.colormap;
592 if (self.weaponentity)
594 self.weaponentity.effects = self.effects;
595 self.weaponentity.alpha = self.alpha;
596 self.weaponentity.colormap = self.colormap;
599 self.angles = '0 0 0';
602 if (self.state == WS_RAISE)
604 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
605 self.angles_x = -90 * f * f;
606 if (qcweaponanimation)
608 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
609 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
612 else if (self.state == WS_DROP)
614 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
615 self.angles_x = -90 * f * f;
616 if (qcweaponanimation)
618 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
619 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
622 else if (self.state == WS_CLEAR)
625 self.angles_x = -90 * f * f;
626 if (qcweaponanimation)
628 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
629 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
632 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
634 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
635 f = 1 - pow(1 - f, 3);
636 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
637 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
639 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
641 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
642 f = 1 - pow(1 - f, 3);
643 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
644 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
646 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
648 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
649 f = 1 - pow(1 - f, 3);
650 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
651 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
653 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
655 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
656 f = 1 - pow(1 - f, 3);
657 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
658 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
660 else if (qcweaponanimation)
662 // begin a new idle morph
663 self.owner.weapon_morph0time = time;
664 self.owner.weapon_morph0angles = self.angles;
665 self.owner.weapon_morph0origin = self.origin;
673 // turn gun to the left to look at it
675 self.owner.weapon_morph1time = time + t * 0.2;
676 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
677 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');
678 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
680 self.owner.weapon_morph2time = time + t * 0.6;
681 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
682 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');
683 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
685 self.owner.weapon_morph3time = time + t;
686 self.owner.weapon_morph3angles = '0 0 0';
687 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');
688 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
692 // raise the gun a bit
694 self.owner.weapon_morph1time = time + t * 0.2;
695 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
696 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');
697 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
699 self.owner.weapon_morph2time = time + t * 0.5;
700 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
701 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');
702 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
704 self.owner.weapon_morph3time = time + t;
705 self.owner.weapon_morph3angles = '0 0 0';
706 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');
707 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
713 self.owner.weapon_morph1time = time + t * 0.3;
714 self.owner.weapon_morph1angles = randomvec() * 6;
715 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
716 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
718 self.owner.weapon_morph2time = time + t * 0.7;
719 self.owner.weapon_morph2angles = randomvec() * 6;
720 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
721 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
723 self.owner.weapon_morph3time = time + t;
724 self.owner.weapon_morph3angles = '0 0 0';
725 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
726 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
730 // hold it mostly steady
731 t = random() * 6 + 4;
732 self.owner.weapon_morph1time = time + t * 0.2;
733 self.owner.weapon_morph1angles = randomvec() * 1;
734 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
735 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
737 self.owner.weapon_morph2time = time + t * 0.5;
738 self.owner.weapon_morph2angles = randomvec() * 1;
739 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
740 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
742 self.owner.weapon_morph3time = time + t * 0.7;
743 self.owner.weapon_morph3angles = randomvec() * 1;
744 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
745 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
748 self.owner.weapon_morph4time = time + t;
749 self.owner.weapon_morph4angles = '0 0 0';
750 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');
751 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
755 // create or update the lasertarget entity
759 void CL_ExteriorWeaponentity_Think()
762 self.nextthink = time;
763 if (self.owner.exteriorweaponentity != self)
768 if (self.owner.deadflag != DEAD_NO)
773 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
775 self.cnt = self.owner.weapon;
776 self.dmg = self.owner.modelindex;
777 self.deadflag = self.owner.deadflag;
778 if (self.owner.weaponname != "")
779 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
783 if((tag_found = gettagindex(self.owner, "tag_weapon")))
785 self.tag_index = tag_found;
786 self.tag_entity = self.owner;
789 setattachment(self, self.owner, "bip01 r hand");
791 // if that didn't find a tag, hide the exterior weapon model
795 self.effects = self.owner.effects | EF_LOWPRECISION;
796 self.effects = self.effects & EFMASK_CHEAP; // eat performance
797 if(self.owner.alpha != 0)
798 self.alpha = self.owner.alpha;
802 self.colormap = self.owner.colormap;
805 // spawning weaponentity for client
806 void CL_SpawnWeaponentity()
808 self.weaponentity = spawn();
809 self.weaponentity.classname = "weaponentity";
810 self.weaponentity.solid = SOLID_NOT;
811 self.weaponentity.owner = self;
812 setmodel(self.weaponentity, ""); // precision set when changed
813 self.weaponentity.origin = '0 0 0';
814 self.weaponentity.angles = '0 0 0';
815 self.weaponentity.viewmodelforclient = self;
816 self.weaponentity.flags = 0;
817 self.weaponentity.think = CL_Weaponentity_Think;
818 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
819 self.weaponentity.nextthink = time;
821 self.exteriorweaponentity = spawn();
822 self.exteriorweaponentity.classname = "exteriorweaponentity";
823 self.exteriorweaponentity.solid = SOLID_NOT;
824 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
825 self.exteriorweaponentity.owner = self;
826 self.exteriorweaponentity.origin = '0 0 0';
827 self.exteriorweaponentity.angles = '0 0 0';
828 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
829 self.exteriorweaponentity.nextthink = time;
832 .float hasweapon_complain_spam;
834 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
836 local float weaponbit, f;
837 local entity oldself;
839 if(time < self.hasweapon_complain_spam)
842 self.hasweapon_complain_spam = time + 0.2;
844 if (wpn < WEP_FIRST || wpn > WEP_LAST)
847 sprint(self, "Invalid weapon\n");
850 weaponbit = W_WeaponBit(wpn);
851 if (cl.weapons & weaponbit)
855 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
863 f = weapon_action(wpn, WR_CHECKAMMO1);
864 f = f + weapon_action(wpn, WR_CHECKAMMO2);
870 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
879 // Report Proper Weapon Status / Modified Weapon Ownership Message
880 if(weaponsInMap & weaponbit)
882 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
884 if(cvar("g_showweaponspawns"))
889 e = get_weaponinfo(wpn);
892 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
894 if(e.classname == "droppedweapon")
896 if not(e.flags & FL_ITEM)
898 WaypointSprite_Spawn(
910 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
918 if (self.weapon != -1)
920 if (self.weaponentity)
922 self.weaponentity.state = WS_CLEAR;
923 self.weaponentity.effects = 0;
929 if (self.weaponentity)
930 self.weaponentity.state = WS_READY;
931 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
934 // Setup weapon for client (after this raise frame will be launched)
935 void weapon_setup(float windex)
938 qcweaponanimation = cvar("sv_qcweaponanimation");
939 e = get_weaponinfo(windex);
940 self.items &~= IT_AMMO;
941 self.items = self.items | e.items;
943 // the two weapon entities will notice this has changed and update their models
944 self.weapon = windex;
945 self.weaponname = e.mdl;
946 self.bulletcounter = 0;
949 // perform weapon to attack (weaponstate and attack_finished check is here)
951 float weapon_prepareattack(float secondary, float attacktime)
953 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
954 //if all players readied up and the countdown is running
955 if (cvar("sv_ready_restart_after_countdown"))
956 if(time < game_starttime || time < self.race_penalty) {
960 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
961 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
963 W_SwitchWeapon_Force(self, w_getbestweapon(self));
967 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
970 // do not even think about shooting if switching
971 if(self.switchweapon != self.weapon)
974 // don't fire if previous attack is not finished
976 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
978 // don't fire while changing weapon
979 if (self.weaponentity.state != WS_READY)
981 self.weaponentity.state = WS_INUSE;
983 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
985 // if the weapon hasn't been firing continuously, reset the timer
988 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
990 ATTACK_FINISHED(self) = time;
991 //dprint("resetting attack finished to ", ftos(time), "\n");
993 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
995 self.bulletcounter += 1;
996 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1000 void weapon_thinkf(float fr, float t, void() func)
1006 if(fr == WFRAME_DONTCHANGE)
1008 fr = self.weaponentity.wframe;
1009 restartanim = FALSE;
1011 else if (fr == WFRAME_IDLE)
1012 restartanim = FALSE;
1020 if (self.weaponentity)
1022 self.weaponentity.wframe = fr;
1023 if (qcweaponanimation)
1025 if (fr != WFRAME_IDLE)
1027 self.weapon_morph0time = time;
1028 self.weapon_morph0angles = self.weaponentity.angles;
1029 self.weapon_morph0origin = self.weaponentity.origin;
1031 self.weapon_morph1angles = '0 0 0';
1032 self.weapon_morph1time = time + t;
1033 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1034 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1036 self.weapon_morph2angles = '0 0 0';
1037 self.weapon_morph2time = time + t;
1038 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1039 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1041 self.weapon_morph3angles = '0 0 0';
1042 self.weapon_morph3time = time + t;
1043 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1044 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1046 self.weapon_morph4angles = '0 0 0';
1047 self.weapon_morph4time = time + t;
1048 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1049 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1051 if (fr == WFRAME_FIRE1)
1053 self.weapon_morph1angles = '5 0 0';
1054 self.weapon_morph1time = time + t * 0.1;
1055 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1056 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1057 self.weapon_morph4time = time + t + 1; // delay idle effect
1059 else if (fr == WFRAME_FIRE2)
1061 self.weapon_morph1angles = '10 0 0';
1062 self.weapon_morph1time = time + t * 0.1;
1063 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1064 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1065 self.weapon_morph4time = time + t + 1; // delay idle effect
1067 else if (fr == WFRAME_RELOAD)
1069 self.weapon_morph1time = time + t * 0.05;
1070 self.weapon_morph1angles = '-10 40 0';
1071 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1072 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1074 self.weapon_morph2time = time + t * 0.15;
1075 self.weapon_morph2angles = '-10 40 5';
1076 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1077 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1079 self.weapon_morph3time = time + t * 0.25;
1080 self.weapon_morph3angles = '-10 40 0';
1081 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1082 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1088 if (fr == WFRAME_IDLE)
1089 a = self.weaponentity.anim_idle;
1090 else if (fr == WFRAME_FIRE1)
1091 a = self.weaponentity.anim_fire1;
1092 else if (fr == WFRAME_FIRE2)
1093 a = self.weaponentity.anim_fire2;
1094 else if (fr == WFRAME_RELOAD)
1095 a = self.weaponentity.anim_reload;
1096 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1101 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
1109 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1111 backtrace("Tried to override initial weapon think function - should this really happen?");
1116 if(self.runes & RUNE_SPEED)
1118 if(self.runes & CURSE_SLOW)
1119 t = t * cvar("g_balance_rune_speed_combo_atkrate");
1121 t = t * cvar("g_balance_rune_speed_atkrate");
1123 else if(self.runes & CURSE_SLOW)
1125 t = t * cvar("g_balance_curse_slow_atkrate");
1129 // VorteX: haste can be added here
1130 if (self.weapon_think == w_ready)
1132 self.weapon_nextthink = time;
1133 //dprint("started firing at ", ftos(time), "\n");
1135 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1137 self.weapon_nextthink = time;
1138 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1140 self.weapon_nextthink = self.weapon_nextthink + t;
1141 self.weapon_think = func;
1142 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1146 if (!self.crouch) // shoot anim stands up, this looks bad
1149 anim = self.anim_shoot;
1150 anim_z = anim_y / t;
1151 setanim(self, anim, FALSE, TRUE, TRUE);
1155 void weapon_boblayer1(float spd, vector org)
1157 // VorteX: haste can be added here
1160 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1168 mdirection = normalize(mvelocity);
1169 mspeed = vlen(mvelocity);
1171 nstyle = cvar("g_projectiles_newton_style");
1174 // absolute velocity
1175 outvelocity = mvelocity;
1177 else if(nstyle == 1)
1179 // true Newtonian projectiles
1180 outvelocity = pvelocity + mvelocity;
1182 else if(nstyle == 2)
1184 // true Newtonian projectiles with automatic aim adjustment
1186 // solve: |outspeed * mdirection - pvelocity| = mspeed
1187 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1188 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1192 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1193 // velocity without mdirection component > mspeed
1194 // fire at smallest possible mspeed that works?
1195 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1198 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1200 outspeed = solution_y; // the larger one
1203 //outspeed = 0; // slowest possible shot
1204 outspeed = solution_x; // the real part (that is, the average!)
1205 //dprint("impossible shot, adjusting\n");
1208 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1209 outvelocity = mdirection * outspeed;
1211 else if(nstyle == 3)
1213 // pseudo-Newtonian:
1214 outspeed = mspeed + mdirection * pvelocity;
1215 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1216 outvelocity = mdirection * outspeed;
1218 else if(nstyle == 4)
1221 outspeed = mspeed + vlen(pvelocity);
1222 outvelocity = mdirection * outspeed;
1225 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1230 void W_SetupProjectileVelocity(entity missile)
1232 if(missile.owner == world)
1233 error("Unowned missile");
1235 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1238 void W_AttachToShotorg(entity flash, vector offset)
1242 flash.angles_z = random() * 360;
1243 if(qcweaponanimation)
1245 setorigin(flash, w_shotorg + w_shotdir * 50);
1246 flash.angles = vectoangles(w_shotdir);
1247 flash.angles_z = random() * 360;
1251 setattachment(flash, self.weaponentity, "shot");
1252 setorigin(flash, offset);
1255 copyentity(flash, xflash);
1257 flash.viewmodelforclient = self;
1259 if(self.weaponentity.oldorigin_x > 0)
1261 setattachment(xflash, self.exteriorweaponentity, "");
1262 setorigin(xflash, self.weaponentity.oldorigin + offset);
1266 setattachment(xflash, self.exteriorweaponentity, "shot");