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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 void W_SwitchWeapon_Force(entity e, float w)
11 {
12         e.cnt = e.switchweapon;
13         e.switchweapon = w;
14 }
15
16 .float antilag_debug;
17
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;
24 .float wframe;
25
26 void(float fr, float t, void() func) weapon_thinkf;
27
28 vector w_shotorg;
29 vector w_shotdir;
30
31 // this function calculates w_shotorg and w_shotdir based on the weapon model
32 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
33 // make sure you call makevectors first (FIXME?)
34 void W_SetupShot(entity ent, float antilag, float recoil, string snd)
35 {
36         float nudge = 1; // added to traceline target and subtracted from result
37         local vector trueaimpoint;
38         local float oldsolid;
39         vector vecs;
40         oldsolid = self.dphitcontentsmask;
41         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
42         traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
43         trueaimpoint = trace_endpos;
44
45         if(ent.weaponentity.movedir_x > 0)
46         {
47                 vecs = ent.weaponentity.movedir;
48                 vecs_y = -vecs_y;
49         }
50         else
51                 vecs = '0 0 0';
52
53         if(debug_shotorg != '0 0 0')
54                 vecs = debug_shotorg;
55         
56         w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
57
58         // now move the shotorg forward as much as requested if possible
59         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
60         w_shotorg = trace_endpos - v_forward * nudge;
61         // calculate the shotdir from the chosen shotorg
62         w_shotdir = normalize(trueaimpoint - w_shotorg);
63
64 #if 0
65         // explanation of g_antilag:
66         // if client reports it was aiming at a player, and the serverside trace
67         // says it would miss, change the aim point to the player's new origin,
68         // but only if the shot at the player's new origin would hit of course
69         //
70         // FIXME: a much better method for bullet weapons would be to leave a
71         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
72         // ghost corresponding to this player's ping time, and if so it would do
73         // damage to the real player
74         if (antilag)
75         if (self.cursor_trace_ent)                 // client was aiming at someone
76         if (self.cursor_trace_ent != self)         // just to make sure
77         if (self.cursor_trace_ent.takedamage)      // and that person is killable
78         if (self.cursor_trace_ent.classname == "player") // and actually a player
79         if (cvar("g_antilag") == 1)
80         {
81                 // verify that the shot would miss without antilag
82                 // (avoids an issue where guns would always shoot at their origin)
83                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
84                 if (!trace_ent.takedamage)
85                 {
86                         // verify that the shot would hit if altered
87                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
88                         if (trace_ent == self.cursor_trace_ent)
89                         {
90                                 // verify that the shot would hit in the past
91                                 if(self.antilag_debug)
92                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
93                                 else
94                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
95
96                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
97                                 antilag_restore(self.cursor_trace_ent);
98
99                                 if(trace_ent == self.cursor_trace_ent)
100                                 {
101                                         // HIT!
102                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
103                                         dprint("ANTILAG HIT for ", self.netname, "\n");
104                                 }
105                                 else
106                                 {
107                                         // prydon cursor aimbot or odd network conditions
108                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
109                                 }
110
111                                 if(cvar("developer") >= 2)
112                                 {
113                                         vector v, vplus, vel;
114                                         float X;
115                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
116                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
117                                         vel = (vplus - v) * (1 / 0.01);
118                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
119                                         v     -= (self.origin + self.view_ofs);
120                                         // solve: v + X * vel = closest to v_forward axis
121                                         // project into 2D by subtracting v_forward components:
122                                         v   -= (v   * v_forward) * v_forward;
123                                         vel -= (vel * v_forward) * v_forward;
124                                         // solve: v + X * vel = closest to origin
125                                         // (v + X * vel)^2 closest to 0
126                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
127                                         X = -(v * vel) / (vel * vel);
128                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
129                                 }
130                         }
131                 }
132         }
133 #else
134         if (antilag)
135         {
136                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
137                 {
138                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
139                         if (!trace_ent.takedamage)
140                         {
141                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
142                                 if (trace_ent.takedamage && trace_ent.classname == "player")
143                                 {
144                                         entity e;
145                                         e = trace_ent;
146                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
147                                         if(trace_ent == e)
148                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
149                                 }
150                         }
151                 }
152                 else if(cvar("g_antilag") == 3) // client side hitscan
153                 {
154                         if (self.cursor_trace_ent)                 // client was aiming at someone
155                         if (self.cursor_trace_ent != self)         // just to make sure
156                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
157                         if (self.cursor_trace_ent.classname == "player") // and actually a player
158                         {
159                                 // verify that the shot would miss without antilag
160                                 // (avoids an issue where guns would always shoot at their origin)
161                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
162                                 if (!trace_ent.takedamage)
163                                 {
164                                         // verify that the shot would hit if altered
165                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
166                                         if (trace_ent == self.cursor_trace_ent)
167                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
168                                         else
169                                                 print("antilag fail\n");
170                                 }
171                         }
172                 }
173         }
174 #endif
175
176         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
177
178         if (!g_norecoil)
179                 self.punchangle_x = recoil * -1;
180
181         if (snd != "")
182         {
183                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
184         }
185
186         if (self.items & IT_STRENGTH)
187         if (!g_minstagib)
188                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
189 };
190
191 void LaserTarget_Think()
192 {
193         entity e;
194         vector offset;
195         float uselaser;
196         uselaser = 0;
197
198         // list of weapons that will use the laser, and the options that enable it
199         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
200                 uselaser = 1;
201         // example
202         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
203         //      uselaser = 1;
204
205
206
207         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
208         if(!uselaser)
209         {
210                 // rocket launcher isn't selected, so no laser target.
211                 if(self.lasertarget != world)
212                 {
213                         remove(self.lasertarget);
214                         self.lasertarget = world;
215                 }
216                 return;
217         }
218
219         if(!self.lasertarget)
220         {
221                 // we don't have a lasertarget entity, so spawn one
222                 //bprint("create laser target\n");
223                 e = self.lasertarget = spawn();
224                 e.owner = self.owner;                   // Its owner is my owner
225                 e.classname = "laser_target";
226                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
227                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
228                 e.scale = 1.25;                         // make it larger
229                 e.alpha = 0.25;                         // transparency
230                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
231                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
232                 // make it dynamically glow
233                 // you should avoid over-using this, as it can slow down the player's computer.
234                 e.glow_color = 251; // red color
235                 e.glow_size = 12;
236         }
237         else
238                 e = self.lasertarget;
239
240         // move the laser dot to where the player is looking
241
242         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
243         offset = '0 0 26' + v_right*3;
244         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
245         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
246         if(trace_plane_normal != '0 0 0')
247                 e.angles = vectoangles(trace_plane_normal);
248         else
249                 e.angles = vectoangles(v_forward);
250 }
251
252 float CL_Weaponentity_CustomizeEntityForClient()
253 {
254         self.viewmodelforclient = self.owner;
255         if(other.classname == "spectator")
256                 if(other.enemy == self.owner)
257                         self.viewmodelforclient = other;
258         return TRUE;
259 }
260
261 float qcweaponanimation;
262 vector weapon_offset = '0 -10 0';
263 vector weapon_adjust = '10 0 -15';
264 .vector weapon_morph0origin;
265 .vector weapon_morph0angles;
266 .float  weapon_morph0time;
267 .vector weapon_morph1origin;
268 .vector weapon_morph1angles;
269 .float  weapon_morph1time;
270 .vector weapon_morph2origin;
271 .vector weapon_morph2angles;
272 .float  weapon_morph2time;
273 .vector weapon_morph3origin;
274 .vector weapon_morph3angles;
275 .float  weapon_morph3time;
276 .vector weapon_morph4origin;
277 .vector weapon_morph4angles;
278 .float  weapon_morph4time;
279 .string weaponname;
280 #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)
281
282 void CL_Weaponentity_Think()
283 {
284         float tb;
285         self.nextthink = time;
286         if (intermission_running)
287                 self.frame = self.anim_idle_x;
288         if (self.owner.weaponentity != self)
289         {
290                 if (self.weaponentity)
291                         remove(self.weaponentity);
292                 remove(self);
293                 return;
294         }
295         if (self.owner.deadflag != DEAD_NO)
296         {
297                 self.model = "";
298                 if (self.weaponentity)
299                         self.weaponentity.model = "";
300                 return;
301         }
302         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
303         {
304                 self.cnt = self.owner.weapon;
305                 self.dmg = self.owner.modelindex;
306                 self.deadflag = self.owner.deadflag;
307
308                 string animfilename;
309                 float animfile;
310                 if (self.owner.weaponname != "")
311                 {
312                         // if there is a child entity, hide it until we're sure we use it
313                         if (self.weaponentity)
314                                 self.weaponentity.model = "";
315                         if (qcweaponanimation)
316                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
317                         else
318                         {
319                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
320                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
321                                 animfile = fopen(animfilename, FILE_READ);
322                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
323                                 self.anim_fire1  = '0 1 0.01';
324                                 self.anim_fire2  = '1 1 0.01';
325                                 self.anim_idle   = '2 1 0.01';
326                                 self.anim_reload = '3 1 0.01';
327                                 if (animfile >= 0)
328                                 {
329                                         if (!self.weaponentity)
330                                                 self.weaponentity = spawn();
331                                         animparseerror = FALSE;
332                                         self.anim_fire1  = animparseline(animfile);
333                                         self.anim_fire2  = animparseline(animfile);
334                                         self.anim_idle   = animparseline(animfile);
335                                         self.anim_reload = animparseline(animfile);
336                                         fclose(animfile);
337                                         if (animparseerror)
338                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");
339                                 }
340
341                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
342                                 // if we don't, this is a "real" animated model
343                                 if(gettagindex(self, "weapon"))
344                                 {
345                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
346                                         setattachment(self.weaponentity, self, "weapon");
347                                 }
348                         }
349                 }
350                 else
351                         self.model = "";
352
353                 if(qcweaponanimation)
354                 {
355                         self.angles = '0 0 0';
356                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
357                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
358                         self.movedir_x += 32;
359                         self.spawnorigin = self.movedir;
360                         // oldorigin - not calculated here
361                 }
362                 else
363                 {
364                         self.origin = '0 0 0';
365                         self.angles = '0 0 0';
366                         self.frame = 0;
367                         self.viewmodelforclient = world;
368
369                         float idx;
370                         idx = gettagindex(self, "shot");
371                         if(idx)
372                         {
373                                 self.movedir = gettaginfo(self, idx);
374                         }
375                         else
376                         {
377                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag\n");
378                                 self.movedir = '0 0 0';
379                         }
380
381                         idx = gettagindex(self, "shell");
382                         if(idx)
383                         {
384                                 self.spawnorigin = gettaginfo(self, idx);
385                         }
386                         else
387                         {
388                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag\n");
389                                 self.spawnorigin = self.movedir;
390                         }
391
392                         float idx;
393                         idx = gettagindex(self, "weapon");
394                         if(idx)
395                         {
396                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
397                         }
398                         else
399                         {
400                                 self.oldorigin = self.movedir;
401                         }
402
403                         self.viewmodelforclient = self.owner;
404                 }
405
406                 self.view_ofs = '0 0 0';
407
408                 if(self.movedir_x >= 0)
409                 {
410                         vector v0;
411                         v0 = self.movedir;
412                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);
413                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
414                 }
415
416                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
417
418                 // check if an instant weapon switch occurred
419                 if (qcweaponanimation)
420                 {
421                         if (self.state == WS_READY)
422                         {
423                                 self.angles = '0 0 0';
424                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
425                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
426                         }
427                 }
428                 else
429                         setorigin(self, self.view_ofs);
430                 // reset animstate now
431                 self.wframe = WFRAME_IDLE;
432                 self.weapon_morph0time = 0;
433                 self.weapon_morph1time = 0;
434                 self.weapon_morph2time = 0;
435                 self.weapon_morph3time = 0;
436                 self.weapon_morph4time = 0;
437                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
438         }
439
440         tb = (self.effects & EF_TELEPORT_BIT);
441         self.effects = self.owner.effects & EFMASK_CHEAP;
442         self.effects &~= EF_LOWPRECISION;
443         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
444         self.effects &~= EF_TELEPORT_BIT;
445         self.effects |= tb;
446
447         if(self.owner.alpha != 0)
448                 self.alpha = self.owner.alpha;
449         else
450                 self.alpha = 1;
451         
452         self.colormap = self.owner.colormap;
453         if (self.weaponentity)
454         {
455                 self.weaponentity.effects = self.effects;
456                 self.weaponentity.alpha = self.alpha;
457                 self.weaponentity.colormap = self.colormap;
458         }
459
460         self.angles = '0 0 0';
461         local float f;
462         f = 0;
463         if (self.state == WS_RAISE)
464         {
465                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
466                 self.angles_x = -90 * f * f;
467                 if (qcweaponanimation)
468                 {
469                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
470                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
471                 }
472         }
473         else if (self.state == WS_DROP)
474         {
475                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
476                 self.angles_x = -90 * f * f;
477                 if (qcweaponanimation)
478                 {
479                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
480                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
481                 }
482         }
483         else if (self.state == WS_CLEAR)
484         {
485                 f = 1;
486                 self.angles_x = -90 * f * f;
487                 if (qcweaponanimation)
488                 {
489                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
490                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
491                 }
492         }
493         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
494         {
495                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
496                 f = 1 - pow(1 - f, 3);
497                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
498                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
499         }
500         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
501         {
502                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
503                 f = 1 - pow(1 - f, 3);
504                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
505                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
506         }
507         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
508         {
509                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
510                 f = 1 - pow(1 - f, 3);
511                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
512                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
513         }
514         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
515         {
516                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
517                 f = 1 - pow(1 - f, 3);
518                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
519                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
520         }
521         else if (qcweaponanimation)
522         {
523                 // begin a new idle morph
524                 self.owner.weapon_morph0time   = time;
525                 self.owner.weapon_morph0angles = self.angles;
526                 self.owner.weapon_morph0origin = self.origin;
527
528                 float r;
529                 float t;
530
531                 r = random();
532                 if (r < 0.1)
533                 {
534                         // turn gun to the left to look at it
535                         t = 2;
536                         self.owner.weapon_morph1time   = time + t * 0.2;
537                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
538                         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');
539                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
540
541                         self.owner.weapon_morph2time   = time + t * 0.6;
542                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
543                         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');
544                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
545
546                         self.owner.weapon_morph3time   = time + t;
547                         self.owner.weapon_morph3angles = '0 0 0';
548                         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');
549                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
550                 }
551                 else if (r < 0.2)
552                 {
553                         // raise the gun a bit
554                         t = 2;
555                         self.owner.weapon_morph1time   = time + t * 0.2;
556                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
557                         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');
558                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
559
560                         self.owner.weapon_morph2time   = time + t * 0.5;
561                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
562                         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');
563                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
564
565                         self.owner.weapon_morph3time   = time + t;
566                         self.owner.weapon_morph3angles = '0 0 0';
567                         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');
568                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
569                 }
570                 else if (r < 0.3)
571                 {
572                         // tweak it a bit
573                         t = 5;
574                         self.owner.weapon_morph1time   = time + t * 0.3;
575                         self.owner.weapon_morph1angles = randomvec() * 6;
576                         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');
577                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
578
579                         self.owner.weapon_morph2time   = time + t * 0.7;
580                         self.owner.weapon_morph2angles = randomvec() * 6;
581                         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');
582                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
583
584                         self.owner.weapon_morph3time   = time + t;
585                         self.owner.weapon_morph3angles = '0 0 0';
586                         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');
587                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
588                 }
589                 else
590                 {
591                         // hold it mostly steady
592                         t = random() * 6 + 4;
593                         self.owner.weapon_morph1time   = time + t * 0.2;
594                         self.owner.weapon_morph1angles = randomvec() * 1;
595                         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');
596                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
597
598                         self.owner.weapon_morph2time   = time + t * 0.5;
599                         self.owner.weapon_morph2angles = randomvec() * 1;
600                         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');
601                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
602
603                         self.owner.weapon_morph3time   = time + t * 0.7;
604                         self.owner.weapon_morph3angles = randomvec() * 1;
605                         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');
606                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
607                 }
608
609                 self.owner.weapon_morph4time   = time + t;
610                 self.owner.weapon_morph4angles = '0 0 0';
611                 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');
612                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
613
614         }
615
616         // create or update the lasertarget entity
617         LaserTarget_Think();
618 };
619
620 void CL_ExteriorWeaponentity_Think()
621 {
622         float tag_found;
623         self.nextthink = time;
624         if (self.owner.exteriorweaponentity != self)
625         {
626                 remove(self);
627                 return;
628         }
629         if (self.owner.deadflag != DEAD_NO)
630         {
631                 self.model = "";
632                 return;
633         }
634         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
635         {
636                 self.cnt = self.owner.weapon;
637                 self.dmg = self.owner.modelindex;
638                 self.deadflag = self.owner.deadflag;
639                 if (self.owner.weaponname != "")
640                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
641                 else
642                         self.model = "";
643
644                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
645                 {
646                         self.tag_index = tag_found;
647                         self.tag_entity = self.owner;
648                 }
649                 else
650                         setattachment(self, self.owner, "bip01 r hand");
651
652                 // if that didn't find a tag, hide the exterior weapon model
653                 if (!self.tag_index)
654                         self.model = "";
655         }
656         self.effects = self.owner.effects | EF_LOWPRECISION;
657         self.effects = self.effects & EFMASK_CHEAP; // eat performance
658         if(self.owner.alpha != 0)
659                 self.alpha = self.owner.alpha;
660         else
661                 self.alpha = 1;
662         
663         self.colormap = self.owner.colormap;
664 };
665
666 // spawning weaponentity for client
667 void CL_SpawnWeaponentity()
668 {
669         self.weaponentity = spawn();
670         self.weaponentity.classname = "weaponentity";
671         self.weaponentity.solid = SOLID_NOT;
672         self.weaponentity.owner = self;
673         setmodel(self.weaponentity, ""); // precision set when changed
674         self.weaponentity.origin = '0 0 0';
675         self.weaponentity.angles = '0 0 0';
676         self.weaponentity.viewmodelforclient = self;
677         self.weaponentity.flags = 0;
678         self.weaponentity.think = CL_Weaponentity_Think;
679         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
680         self.weaponentity.nextthink = time;
681
682         self.exteriorweaponentity = spawn();
683         self.exteriorweaponentity.classname = "exteriorweaponentity";
684         self.exteriorweaponentity.solid = SOLID_NOT;
685         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
686         self.exteriorweaponentity.owner = self;
687         self.exteriorweaponentity.origin = '0 0 0';
688         self.exteriorweaponentity.angles = '0 0 0';
689         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
690         self.exteriorweaponentity.nextthink = time;
691 };
692
693 .float hasweapon_complain_spam;
694
695 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
696 {
697         local float weaponbit, f;
698         local entity oldself;
699
700         if(time < self.hasweapon_complain_spam)
701                 complain = 0;
702         if(complain)
703                 self.hasweapon_complain_spam = time + 0.2;
704
705         if (wpn < WEP_FIRST || wpn > WEP_LAST)
706         {
707                 if (complain)
708                         sprint(self, "Invalid weapon\n");
709                 return FALSE;
710         }
711         weaponbit = W_WeaponBit(wpn);
712         if (cl.weapons & weaponbit)
713         {
714                 if (andammo)
715                 {
716                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
717                         {
718                                 f = 1;
719                         }
720                         else
721                         {
722                                 oldself = self;
723                                 self = cl;
724                                 f = weapon_action(wpn, WR_CHECKAMMO1);
725                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
726                                 self = oldself;
727                         }
728                         if (!f)
729                         {
730                                 if (complain)
731                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
732                                 return FALSE;
733                         }
734                 }
735                 return TRUE;
736         }
737         if (complain)
738         {
739                 // DRESK - 3/16/07
740                 // Report Proper Weapon Status / Modified Weapon Ownership Message
741                 if(weaponsInMap & weaponbit)
742                 {
743                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
744
745                         if(cvar("g_showweaponspawns"))
746                         {
747                                 entity e;
748                                 string s;
749
750                                 e = get_weaponinfo(wpn);
751                                 s = e.model2;
752
753                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
754                                 {
755                                         if(e.classname == "droppedweapon")
756                                                 continue;
757                                         if not(e.flags & FL_ITEM)
758                                                 continue;
759                                         WaypointSprite_Spawn(
760                                                 s,
761                                                 1, 0,
762                                                 world, e.origin,
763                                                 self, 0,
764                                                 world, enemy,
765                                                 0
766                                         );
767                                 }
768                         }
769                 }
770                 else
771                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
772         }
773         return FALSE;
774 };
775
776 // Weapon subs
777 void w_clear()
778 {
779         if (self.weapon != -1)
780                 self.weapon = 0;
781         if (self.weaponentity)
782         {
783                 self.weaponentity.state = WS_CLEAR;
784                 self.weaponentity.effects = 0;
785         }
786 };
787
788 void w_ready()
789 {
790         if (self.weaponentity)
791                 self.weaponentity.state = WS_READY;
792         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
793 };
794
795 // Setup weapon for client (after this raise frame will be launched)
796 void weapon_setup(float windex)
797 {
798         entity e;
799         qcweaponanimation = cvar("sv_qcweaponanimation");
800         e = get_weaponinfo(windex);
801         self.items &~= IT_AMMO;
802         self.items = self.items | e.items;
803
804         // the two weapon entities will notice this has changed and update their models
805         self.weapon = windex;
806         self.weaponname = e.mdl;
807         self.bulletcounter = 0;
808 };
809
810 // perform weapon to attack (weaponstate and attack_finished check is here)
811 .float race_penalty;
812 float weapon_prepareattack(float secondary, float attacktime)
813 {
814         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
815         //if all players readied up and the countdown is running
816         if (cvar("sv_ready_restart_after_countdown"))
817                 if(time < game_starttime || time < self.race_penalty) {
818                         return FALSE;
819                 }
820         
821         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
822         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
823         {
824                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
825                 return FALSE;
826         }
827
828         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
829                 return FALSE;
830
831         // do not even think about shooting if switching
832         if(self.switchweapon != self.weapon)
833                 return FALSE;
834
835         // don't fire if previous attack is not finished
836         if(attacktime >= 0)
837                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
838                         return FALSE;
839         // don't fire while changing weapon
840         if (self.weaponentity.state != WS_READY)
841                 return FALSE;
842         self.weaponentity.state = WS_INUSE;
843
844         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
845
846         // if the weapon hasn't been firing continuously, reset the timer
847         if(attacktime >= 0)
848         {
849                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
850                 {
851                         ATTACK_FINISHED(self) = time;
852                         //dprint("resetting attack finished to ", ftos(time), "\n");
853                 }
854                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
855         }
856         self.bulletcounter += 1;
857         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
858         return TRUE;
859 };
860
861 void weapon_thinkf(float fr, float t, void() func)
862 {
863         vector a;
864         vector of, or, ou;
865         float restartanim;
866
867         if(fr == WFRAME_DONTCHANGE)
868         {
869                 fr = self.weaponentity.wframe;
870                 restartanim = FALSE;
871         }
872         else if (fr == WFRAME_IDLE)
873                 restartanim = FALSE;
874         else
875                 restartanim = TRUE;
876
877         of = v_forward;
878         or = v_right;
879         ou = v_up;
880
881         if (self.weaponentity)
882         {
883                 self.weaponentity.wframe = fr;
884                 if (qcweaponanimation)
885                 {
886                         if (fr != WFRAME_IDLE)
887                         {
888                                 self.weapon_morph0time = time;
889                                 self.weapon_morph0angles = self.weaponentity.angles;
890                                 self.weapon_morph0origin = self.weaponentity.origin;
891
892                                 self.weapon_morph1angles = '0 0 0';
893                                 self.weapon_morph1time = time + t;
894                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
895                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
896
897                                 self.weapon_morph2angles = '0 0 0';
898                                 self.weapon_morph2time = time + t;
899                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
900                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
901
902                                 self.weapon_morph3angles = '0 0 0';
903                                 self.weapon_morph3time = time + t;
904                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
905                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
906
907                                 self.weapon_morph4angles = '0 0 0';
908                                 self.weapon_morph4time = time + t;
909                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
910                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
911
912                                 if (fr == WFRAME_FIRE1)
913                                 {
914                                         self.weapon_morph1angles = '5 0 0';
915                                         self.weapon_morph1time = time + t * 0.1;
916                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
917                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
918                                         self.weapon_morph4time = time + t + 1; // delay idle effect
919                                 }
920                                 else if (fr == WFRAME_FIRE2)
921                                 {
922                                         self.weapon_morph1angles = '10 0 0';
923                                         self.weapon_morph1time = time + t * 0.1;
924                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
925                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
926                                         self.weapon_morph4time = time + t + 1; // delay idle effect
927                                 }
928                                 else if (fr == WFRAME_RELOAD)
929                                 {
930                                         self.weapon_morph1time = time + t * 0.05;
931                                         self.weapon_morph1angles = '-10 40 0';
932                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
933                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
934
935                                         self.weapon_morph2time = time + t * 0.15;
936                                         self.weapon_morph2angles = '-10 40 5';
937                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
938                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
939                 
940                                         self.weapon_morph3time = time + t * 0.25;
941                                         self.weapon_morph3angles = '-10 40 0';
942                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
943                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
944                                 }
945                         }
946                 }
947                 else
948                 {
949                         if (fr == WFRAME_IDLE)
950                                 a = self.weaponentity.anim_idle;
951                         else if (fr == WFRAME_FIRE1)
952                                 a = self.weaponentity.anim_fire1;
953                         else if (fr == WFRAME_FIRE2)
954                                 a = self.weaponentity.anim_fire2;
955                         else if (fr == WFRAME_RELOAD)
956                                 a = self.weaponentity.anim_reload;
957                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
958                 }
959
960                 if(restartanim)
961                 {
962                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
963                 }
964         }
965
966         v_forward = of;
967         v_right = or;
968         v_up = ou;
969
970         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
971         {
972                 backtrace("Tried to override initial weapon think function - should this really happen?");
973         }
974
975         if(g_runematch)
976         {
977                 if(self.runes & RUNE_SPEED)
978                 {
979                         if(self.runes & CURSE_SLOW)
980                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
981                         else
982                                 t = t * cvar("g_balance_rune_speed_atkrate");
983                 }
984                 else if(self.runes & CURSE_SLOW)
985                 {
986                         t = t * cvar("g_balance_curse_slow_atkrate");
987                 }
988         }
989
990         // VorteX: haste can be added here
991         if (self.weapon_think == w_ready)
992         {
993                 self.weapon_nextthink = time;
994                 //dprint("started firing at ", ftos(time), "\n");
995         }
996         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
997         {
998                 self.weapon_nextthink = time;
999                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1000         }
1001         self.weapon_nextthink = self.weapon_nextthink + t;
1002         self.weapon_think = func;
1003         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1004
1005         if (restartanim)
1006         if (t)
1007         if (!self.crouch) // shoot anim stands up, this looks bad
1008         {
1009                 local vector anim;
1010                 anim = self.anim_shoot;
1011                 anim_z = anim_y / t;
1012                 setanim(self, anim, FALSE, TRUE, TRUE);
1013         }
1014 };
1015
1016 void weapon_boblayer1(float spd, vector org)
1017 {
1018         // VorteX: haste can be added here
1019 };
1020
1021 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1022 {
1023         vector mdirection;
1024         float mspeed;
1025         float outspeed;
1026         float nstyle;
1027         vector outvelocity;
1028
1029         mdirection = normalize(mvelocity);
1030         mspeed = vlen(mvelocity);
1031
1032         nstyle = cvar("g_projectiles_newton_style");
1033         if(nstyle == 0)
1034         {
1035                 // absolute velocity
1036                 outvelocity = mvelocity;
1037         }
1038         else if(nstyle == 1)
1039         {
1040                 // true Newtonian projectiles
1041                 outvelocity = pvelocity + mvelocity;
1042         }
1043         else if(nstyle == 2)
1044         {
1045                 // true Newtonian projectiles with automatic aim adjustment
1046                 //
1047                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1048                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1049                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1050                 // PLUS SIGN!
1051                 // not defined?
1052                 // then...
1053                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1054                 // velocity without mdirection component > mspeed
1055                 // fire at smallest possible mspeed that works?
1056                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1057
1058                 float D;
1059                 float p;
1060                 float q;
1061                 p = mdirection * pvelocity;
1062                 q = pvelocity * pvelocity - mspeed * mspeed;
1063                 D = p * p - q;
1064                 if(D < 0)
1065                 {
1066                         //dprint("impossible shot, adjusting\n");
1067                         D = 0;
1068                 }
1069                 outspeed = p + sqrt(D);
1070                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1071                 outvelocity = mdirection * outspeed;
1072         }
1073         else if(nstyle == 3)
1074         {
1075                 // pseudo-Newtonian:
1076                 outspeed = mspeed + mdirection * pvelocity;
1077                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1078                 outvelocity = mdirection * outspeed;
1079         }
1080         else if(nstyle == 4)
1081         {
1082                 // tZorkian:
1083                 outspeed = mspeed + vlen(pvelocity);
1084                 outvelocity = mdirection * outspeed;
1085         }
1086         else
1087                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1088
1089         return outvelocity;
1090 }
1091
1092 void W_SetupProjectileVelocity(entity missile)
1093 {
1094         if(missile.owner == world)
1095                 error("Unowned missile");
1096
1097         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1098 }
1099
1100 void W_AttachToShotorg(entity flash, vector offset)
1101 {
1102         entity xflash;
1103         flash.owner = self;
1104         flash.angles_z = random() * 360;
1105         if(qcweaponanimation)
1106         {
1107                 setorigin(flash, w_shotorg + w_shotdir * 50);
1108                 flash.angles = vectoangles(w_shotdir);
1109                 flash.angles_z = random() * 360;
1110         }
1111         else
1112         {
1113                 setattachment(flash, self.weaponentity, "shot");
1114                 setorigin(flash, offset);
1115
1116                 xflash = spawn();
1117                 copyentity(flash, xflash);
1118
1119                 flash.viewmodelforclient = self;
1120
1121                 setattachment(xflash, self.exteriorweaponentity, "");
1122                 setorigin(xflash, self.weaponentity.oldorigin + offset);
1123         }
1124 }