2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 float W_WeaponSpeedFactor()
13 t = 1.0 / g_weaponspeedfactor;
17 if(self.runes & RUNE_SPEED)
19 if(self.runes & CURSE_SLOW)
20 t = t * cvar("g_balance_rune_speed_combo_atkrate");
22 t = t * cvar("g_balance_rune_speed_atkrate");
24 else if(self.runes & CURSE_SLOW)
26 t = t * cvar("g_balance_curse_slow_atkrate");
33 void W_SwitchWeapon_Force(entity e, float w)
35 e.cnt = e.switchweapon;
41 // VorteX: static frame globals
42 float WFRAME_DONTCHANGE = -1;
43 float WFRAME_FIRE1 = 0;
44 float WFRAME_FIRE2 = 1;
45 float WFRAME_IDLE = 2;
46 float WFRAME_RELOAD = 3;
49 void(float fr, float t, void() func) weapon_thinkf;
51 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
54 ret_x = screenright * v;
56 ret_z = screenforward * v;
60 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
63 vector mi, ma, thisv, myv, ret;
65 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
67 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
69 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
72 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
73 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
74 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
75 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
78 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
79 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
80 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
89 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
90 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
91 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
92 ret_z = thisv_z - myv_z;
96 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
102 if(player.hitplotfh >= 0)
104 lag = ANTILAG_LATENCY(player);
107 if(clienttype(player) != CLIENTTYPE_REAL)
108 lag = 0; // only antilag for clients
110 org = player.origin + player.view_ofs;
111 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
112 if(trace_ent.flags & FL_CLIENT)
114 antilag_takeback(trace_ent, time - lag);
115 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
116 antilag_restore(trace_ent);
117 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
118 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
126 // this function calculates w_shotorg and w_shotdir based on the weapon model
127 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
128 // make sure you call makevectors first (FIXME?)
129 void W_SetupShot_ProjectileSize(entity ent, vector mi, vector ma, float antilag, float recoil, string snd)
131 float nudge = 1; // added to traceline target and subtracted from result
132 local vector trueaimpoint;
133 local float oldsolid;
135 oldsolid = ent.dphitcontentsmask;
136 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
137 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent); // no antilag needed
138 trueaimpoint = trace_endpos;
140 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
142 if(ent.weaponentity.movedir_x > 0)
144 vecs = ent.weaponentity.movedir;
150 if(debug_shotorg != '0 0 0')
151 vecs = debug_shotorg;
153 dv = v_right * vecs_y + v_up * vecs_z;
154 w_shotorg = ent.origin + ent.view_ofs + dv;
156 // now move the shotorg forward as much as requested if possible
159 if(ent.antilag_debug)
160 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
162 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
165 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
166 w_shotorg = trace_endpos - v_forward * nudge;
167 // calculate the shotdir from the chosen shotorg
168 w_shotdir = normalize(trueaimpoint - w_shotorg);
171 // explanation of g_antilag:
172 // if client reports it was aiming at a player, and the serverside trace
173 // says it would miss, change the aim point to the player's new origin,
174 // but only if the shot at the player's new origin would hit of course
176 // FIXME: a much better method for bullet weapons would be to leave a
177 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
178 // ghost corresponding to this player's ping time, and if so it would do
179 // damage to the real player
181 if (ent.cursor_trace_ent) // client was aiming at someone
182 if (ent.cursor_trace_ent != ent) // just to make sure
183 if (ent.cursor_trace_ent.takedamage) // and that person is killable
184 if (ent.cursor_trace_ent.classname == "player") // and actually a player
185 if (cvar("g_antilag") == 1)
187 // verify that the shot would miss without antilag
188 // (avoids an issue where guns would always shoot at their origin)
189 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
190 if (!trace_ent.takedamage)
192 // verify that the shot would hit if altered
193 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
194 if (trace_ent == ent.cursor_trace_ent)
196 // verify that the shot would hit in the past
197 if(ent.antilag_debug)
198 antilag_takeback(ent.cursor_trace_ent, time - ent.antilag_debug);
200 antilag_takeback(ent.cursor_trace_ent, time - ANTILAG_LATENCY(ent));
202 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
203 antilag_restore(ent.cursor_trace_ent);
205 if(trace_ent == ent.cursor_trace_ent)
208 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
209 dprint("ANTILAG HIT for ", ent.netname, "\n");
213 // prydon cursor aimbot or odd network conditions
214 dprint("WARNING: antilag ghost trace for ", ent.netname, " failed!\n");
217 if(cvar("developer") >= 2)
219 vector v, vplus, vel;
221 v = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) ));
222 vplus = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) + 0.01));
223 vel = (vplus - v) * (1 / 0.01);
224 // solve: v + X * vel = closest to ent.origin + ent.view_ofs, v_forward axis
225 v -= (ent.origin + ent.view_ofs);
226 // solve: v + X * vel = closest to v_forward axis
227 // project into 2D by subtracting v_forward components:
228 v -= (v * v_forward) * v_forward;
229 vel -= (vel * v_forward) * v_forward;
230 // solve: v + X * vel = closest to origin
231 // (v + X * vel)^2 closest to 0
232 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
233 X = -(v * vel) / (vel * vel);
234 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(ent) + X), " instead of ", ftos(ANTILAG_LATENCY(ent)), "\n");
242 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
244 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
245 if (!trace_ent.takedamage)
247 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
248 if (trace_ent.takedamage && trace_ent.classname == "player")
252 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
254 w_shotdir = normalize(trace_ent.origin - w_shotorg);
258 else if(cvar("g_antilag") == 3) // client side hitscan
260 if (ent.cursor_trace_ent) // client was aiming at someone
261 if (ent.cursor_trace_ent != ent) // just to make sure
262 if (ent.cursor_trace_ent.takedamage) // and that person is killable
263 if (ent.cursor_trace_ent.classname == "player") // and actually a player
265 // verify that the shot would miss without antilag
266 // (avoids an issue where guns would always shoot at their origin)
267 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
268 if (!trace_ent.takedamage)
270 // verify that the shot would hit if altered
271 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
272 if (trace_ent == ent.cursor_trace_ent)
273 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
275 print("antilag fail\n");
282 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
285 ent.punchangle_x = recoil * -1;
289 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
292 if (ent.items & IT_STRENGTH)
294 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
297 void W_SetupShot(entity ent, float antilag, float recoil, string snd)
299 W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd);
302 void LaserTarget_Think()
309 // list of weapons that will use the laser, and the options that enable it
310 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
313 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
318 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
321 // rocket launcher isn't selected, so no laser target.
322 if(self.lasertarget != world)
324 remove(self.lasertarget);
325 self.lasertarget = world;
330 if(!self.lasertarget)
332 // we don't have a lasertarget entity, so spawn one
333 //bprint("create laser target\n");
334 e = self.lasertarget = spawn();
335 e.owner = self.owner; // Its owner is my owner
336 e.classname = "laser_target";
337 e.movetype = MOVETYPE_NOCLIP; // don't touch things
338 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
339 e.scale = 1.25; // make it larger
340 e.alpha = 0.25; // transparency
341 e.colormod = '255 0 0' * (1/255) * 8; // change colors
342 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
343 // make it dynamically glow
344 // you should avoid over-using this, as it can slow down the player's computer.
345 e.glow_color = 251; // red color
349 e = self.lasertarget;
351 // move the laser dot to where the player is looking
353 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
354 offset = '0 0 26' + v_right*3;
355 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
356 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
357 if(trace_plane_normal != '0 0 0')
358 e.angles = vectoangles(trace_plane_normal);
360 e.angles = vectoangles(v_forward);
363 float CL_Weaponentity_CustomizeEntityForClient()
365 self.viewmodelforclient = self.owner;
366 if(other.classname == "spectator")
367 if(other.enemy == self.owner)
368 self.viewmodelforclient = other;
372 float qcweaponanimation;
373 vector weapon_offset = '0 -10 0';
374 vector weapon_adjust = '10 0 -15';
375 .vector weapon_morph0origin;
376 .vector weapon_morph0angles;
377 .float weapon_morph0time;
378 .vector weapon_morph1origin;
379 .vector weapon_morph1angles;
380 .float weapon_morph1time;
381 .vector weapon_morph2origin;
382 .vector weapon_morph2angles;
383 .float weapon_morph2time;
384 .vector weapon_morph3origin;
385 .vector weapon_morph3angles;
386 .float weapon_morph3time;
387 .vector weapon_morph4origin;
388 .vector weapon_morph4angles;
389 .float weapon_morph4time;
391 #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)
396 * 1. simple animated model, muzzlr flash handling on h_ model:
397 * h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation
399 * shot = muzzle end (shot origin, also used for muzzle flashes)
400 * shell = casings ejection point (must be on the right hand side of the gun)
401 * weapon = attachment for v_tuba.md3
402 * v_tuba.md3 - first and third person model
403 * g_tuba.md3 - pickup model
405 * 2. fully animated model, muzzle flash handling on h_ model:
406 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
408 * shot = muzzle end (shot origin, also used for muzzle flashes)
409 * shell = casings ejection point (must be on the right hand side of the gun)
410 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
411 * v_tuba.md3 - third person model
412 * g_tuba.md3 - pickup model
414 * 3. fully animated model, muzzle flash handling on v_ model:
415 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
417 * shot = muzzle end (shot origin)
418 * shell = casings ejection point (must be on the right hand side of the gun)
419 * v_tuba.md3 - third person model
421 * shot = muzzle end (for muzzle flashes)
422 * g_tuba.md3 - pickup model
425 void CL_Weaponentity_Think()
427 float tb, v_shot_idx;
428 self.nextthink = time;
429 if (intermission_running)
430 self.frame = self.anim_idle_x;
431 if (self.owner.weaponentity != self)
433 if (self.weaponentity)
434 remove(self.weaponentity);
438 if (self.owner.deadflag != DEAD_NO)
441 if (self.weaponentity)
442 self.weaponentity.model = "";
445 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
447 self.cnt = self.owner.weapon;
448 self.dmg = self.owner.modelindex;
449 self.deadflag = self.owner.deadflag;
453 if (self.owner.weaponname != "")
455 // if there is a child entity, hide it until we're sure we use it
456 if (self.weaponentity)
457 self.weaponentity.model = "";
458 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
459 v_shot_idx = gettagindex(self, "shot"); // used later
461 if(qcweaponanimation)
463 self.angles = '0 0 0';
464 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
465 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
466 self.movedir_x += 32;
467 self.spawnorigin = self.movedir;
468 // oldorigin - not calculated here
472 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
473 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
474 animfile = fopen(animfilename, FILE_READ);
475 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
476 self.anim_fire1 = '0 1 0.01';
477 self.anim_fire2 = '1 1 0.01';
478 self.anim_idle = '2 1 0.01';
479 self.anim_reload = '3 1 0.01';
482 animparseerror = FALSE;
483 self.anim_fire1 = animparseline(animfile);
484 self.anim_fire2 = animparseline(animfile);
485 self.anim_idle = animparseline(animfile);
486 self.anim_reload = animparseline(animfile);
489 print("Parse error in ", animfilename, ", some player animations are broken\n");
492 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
493 // if we don't, this is a "real" animated model
494 if(gettagindex(self, "weapon"))
496 if (!self.weaponentity)
497 self.weaponentity = spawn();
498 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
499 setattachment(self.weaponentity, self, "weapon");
503 if(self.weaponentity)
504 remove(self.weaponentity);
505 self.weaponentity = world;
508 self.origin = '0 0 0';
509 self.angles = '0 0 0';
511 self.viewmodelforclient = world;
514 idx = gettagindex(self, "shot");
517 self.movedir = gettaginfo(self, idx);
521 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
522 self.movedir = '0 0 0';
525 idx = gettagindex(self, "shell");
528 self.spawnorigin = gettaginfo(self, idx);
532 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
533 self.spawnorigin = self.movedir;
538 self.oldorigin = '0 0 0';
542 if(self.weaponentity)
543 idx = gettagindex(self, "weapon");
545 idx = gettagindex(self, "handle");
548 self.oldorigin = self.movedir - gettaginfo(self, idx);
552 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");
553 self.oldorigin = '0 0 0'; // there is no way to recover from this
557 self.viewmodelforclient = self.owner;
563 if(self.weaponentity)
564 remove(self.weaponentity);
565 self.weaponentity = world;
566 self.movedir = '0 0 0';
567 self.spawnorigin = '0 0 0';
568 self.oldorigin = '0 0 0';
569 self.anim_fire1 = '0 1 0.01';
570 self.anim_fire2 = '0 1 0.01';
571 self.anim_idle = '0 1 0.01';
572 self.anim_reload = '0 1 0.01';
575 self.view_ofs = '0 0 0';
577 if(self.movedir_x >= 0)
581 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
582 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
584 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
585 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
587 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
589 // check if an instant weapon switch occurred
590 if (qcweaponanimation)
592 if (self.state == WS_READY)
594 self.angles = '0 0 0';
595 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
596 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
600 setorigin(self, self.view_ofs);
601 // reset animstate now
602 self.wframe = WFRAME_IDLE;
603 self.weapon_morph0time = 0;
604 self.weapon_morph1time = 0;
605 self.weapon_morph2time = 0;
606 self.weapon_morph3time = 0;
607 self.weapon_morph4time = 0;
608 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
611 tb = (self.effects & EF_TELEPORT_BIT);
612 self.effects = self.owner.effects & EFMASK_CHEAP;
613 self.effects &~= EF_LOWPRECISION;
614 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
615 self.effects &~= EF_TELEPORT_BIT;
618 if(self.owner.alpha != 0)
619 self.alpha = self.owner.alpha;
623 self.colormap = self.owner.colormap;
624 if (self.weaponentity)
626 self.weaponentity.effects = self.effects;
627 self.weaponentity.alpha = self.alpha;
628 self.weaponentity.colormap = self.colormap;
631 self.angles = '0 0 0';
634 if (self.state == WS_RAISE)
636 f = (self.owner.weapon_nextthink - time) * g_weaponspeedfactor / cvar("g_balance_weaponswitchdelay");
637 self.angles_x = -90 * f * f;
638 if (qcweaponanimation)
640 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
641 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
644 else if (self.state == WS_DROP)
646 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponspeedfactor / cvar("g_balance_weaponswitchdelay");
647 self.angles_x = -90 * f * f;
648 if (qcweaponanimation)
650 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
651 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
654 else if (self.state == WS_CLEAR)
657 self.angles_x = -90 * f * f;
658 if (qcweaponanimation)
660 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
661 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
664 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
666 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
667 f = 1 - pow(1 - f, 3);
668 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
669 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
671 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
673 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
674 f = 1 - pow(1 - f, 3);
675 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
676 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
678 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
680 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
681 f = 1 - pow(1 - f, 3);
682 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
683 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
685 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
687 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
688 f = 1 - pow(1 - f, 3);
689 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
690 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
692 else if (qcweaponanimation)
694 // begin a new idle morph
695 self.owner.weapon_morph0time = time;
696 self.owner.weapon_morph0angles = self.angles;
697 self.owner.weapon_morph0origin = self.origin;
705 // turn gun to the left to look at it
707 self.owner.weapon_morph1time = time + t * 0.2;
708 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
709 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
710 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
712 self.owner.weapon_morph2time = time + t * 0.6;
713 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
714 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
715 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
717 self.owner.weapon_morph3time = time + t;
718 self.owner.weapon_morph3angles = '0 0 0';
719 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
720 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
724 // raise the gun a bit
726 self.owner.weapon_morph1time = time + t * 0.2;
727 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
728 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
729 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
731 self.owner.weapon_morph2time = time + t * 0.5;
732 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
733 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
734 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
736 self.owner.weapon_morph3time = time + t;
737 self.owner.weapon_morph3angles = '0 0 0';
738 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
739 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
745 self.owner.weapon_morph1time = time + t * 0.3;
746 self.owner.weapon_morph1angles = randomvec() * 6;
747 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
748 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
750 self.owner.weapon_morph2time = time + t * 0.7;
751 self.owner.weapon_morph2angles = randomvec() * 6;
752 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
753 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
755 self.owner.weapon_morph3time = time + t;
756 self.owner.weapon_morph3angles = '0 0 0';
757 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
758 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
762 // hold it mostly steady
763 t = random() * 6 + 4;
764 self.owner.weapon_morph1time = time + t * 0.2;
765 self.owner.weapon_morph1angles = randomvec() * 1;
766 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
767 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
769 self.owner.weapon_morph2time = time + t * 0.5;
770 self.owner.weapon_morph2angles = randomvec() * 1;
771 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
772 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
774 self.owner.weapon_morph3time = time + t * 0.7;
775 self.owner.weapon_morph3angles = randomvec() * 1;
776 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
777 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
780 self.owner.weapon_morph4time = time + t;
781 self.owner.weapon_morph4angles = '0 0 0';
782 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
783 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
787 // create or update the lasertarget entity
791 void CL_ExteriorWeaponentity_Think()
794 self.nextthink = time;
795 if (self.owner.exteriorweaponentity != self)
800 if (self.owner.deadflag != DEAD_NO)
805 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
807 self.cnt = self.owner.weapon;
808 self.dmg = self.owner.modelindex;
809 self.deadflag = self.owner.deadflag;
810 if (self.owner.weaponname != "")
811 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
815 if((tag_found = gettagindex(self.owner, "tag_weapon")))
817 self.tag_index = tag_found;
818 self.tag_entity = self.owner;
821 setattachment(self, self.owner, "bip01 r hand");
823 // if that didn't find a tag, hide the exterior weapon model
827 self.effects = self.owner.effects | EF_LOWPRECISION;
828 self.effects = self.effects & EFMASK_CHEAP; // eat performance
829 if(self.owner.alpha != 0)
830 self.alpha = self.owner.alpha;
834 self.colormap = self.owner.colormap;
837 // spawning weaponentity for client
838 void CL_SpawnWeaponentity()
840 self.weaponentity = spawn();
841 self.weaponentity.classname = "weaponentity";
842 self.weaponentity.solid = SOLID_NOT;
843 self.weaponentity.owner = self;
844 setmodel(self.weaponentity, ""); // precision set when changed
845 self.weaponentity.origin = '0 0 0';
846 self.weaponentity.angles = '0 0 0';
847 self.weaponentity.viewmodelforclient = self;
848 self.weaponentity.flags = 0;
849 self.weaponentity.think = CL_Weaponentity_Think;
850 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
851 self.weaponentity.nextthink = time;
853 self.exteriorweaponentity = spawn();
854 self.exteriorweaponentity.classname = "exteriorweaponentity";
855 self.exteriorweaponentity.solid = SOLID_NOT;
856 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
857 self.exteriorweaponentity.owner = self;
858 self.exteriorweaponentity.origin = '0 0 0';
859 self.exteriorweaponentity.angles = '0 0 0';
860 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
861 self.exteriorweaponentity.nextthink = time;
864 .float hasweapon_complain_spam;
866 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
868 local float weaponbit, f;
869 local entity oldself;
871 if(time < self.hasweapon_complain_spam)
874 self.hasweapon_complain_spam = time + 0.2;
876 if (wpn < WEP_FIRST || wpn > WEP_LAST)
879 sprint(self, "Invalid weapon\n");
882 weaponbit = W_WeaponBit(wpn);
883 if (cl.weapons & weaponbit)
887 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
895 f = weapon_action(wpn, WR_CHECKAMMO1);
896 f = f + weapon_action(wpn, WR_CHECKAMMO2);
903 play2(cl, "weapons/unavailable.wav");
904 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
914 // Report Proper Weapon Status / Modified Weapon Ownership Message
915 if(weaponsInMap & weaponbit)
917 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
919 if(cvar("g_showweaponspawns"))
924 e = get_weaponinfo(wpn);
927 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
929 if(e.classname == "droppedweapon")
931 if not(e.flags & FL_ITEM)
933 WaypointSprite_Spawn(
945 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
947 play2(cl, "weapons/unavailable.wav");
955 if (self.weapon != -1)
957 if (self.weaponentity)
959 self.weaponentity.state = WS_CLEAR;
960 self.weaponentity.effects = 0;
966 if (self.weaponentity)
967 self.weaponentity.state = WS_READY;
968 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
971 // Setup weapon for client (after this raise frame will be launched)
972 void weapon_setup(float windex)
975 qcweaponanimation = cvar("sv_qcweaponanimation");
976 e = get_weaponinfo(windex);
977 self.items &~= IT_AMMO;
978 self.items = self.items | e.items;
980 // the two weapon entities will notice this has changed and update their models
981 self.weapon = windex;
982 self.weaponname = e.mdl;
983 self.bulletcounter = 0;
986 // perform weapon to attack (weaponstate and attack_finished check is here)
988 float weapon_prepareattack(float secondary, float attacktime)
990 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
991 //if all players readied up and the countdown is running
992 if (cvar("sv_ready_restart_after_countdown"))
993 if(time < game_starttime || time < self.race_penalty) {
997 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
998 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1000 W_SwitchWeapon_Force(self, w_getbestweapon(self));
1004 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1007 // do not even think about shooting if switching
1008 if(self.switchweapon != self.weapon)
1011 // don't fire if previous attack is not finished
1013 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
1015 // don't fire while changing weapon
1016 if (self.weaponentity.state != WS_READY)
1018 self.weaponentity.state = WS_INUSE;
1020 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1022 // if the weapon hasn't been firing continuously, reset the timer
1025 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
1027 ATTACK_FINISHED(self) = time;
1028 //dprint("resetting attack finished to ", ftos(time), "\n");
1030 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponSpeedFactor();
1032 self.bulletcounter += 1;
1033 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1037 void weapon_thinkf(float fr, float t, void() func)
1043 if(fr == WFRAME_DONTCHANGE)
1045 fr = self.weaponentity.wframe;
1046 restartanim = FALSE;
1048 else if (fr == WFRAME_IDLE)
1049 restartanim = FALSE;
1057 if (self.weaponentity)
1059 self.weaponentity.wframe = fr;
1060 if (qcweaponanimation)
1062 if (fr != WFRAME_IDLE)
1064 self.weapon_morph0time = time;
1065 self.weapon_morph0angles = self.weaponentity.angles;
1066 self.weapon_morph0origin = self.weaponentity.origin;
1068 self.weapon_morph1angles = '0 0 0';
1069 self.weapon_morph1time = time + t;
1070 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1071 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1073 self.weapon_morph2angles = '0 0 0';
1074 self.weapon_morph2time = time + t;
1075 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1076 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1078 self.weapon_morph3angles = '0 0 0';
1079 self.weapon_morph3time = time + t;
1080 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1081 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1083 self.weapon_morph4angles = '0 0 0';
1084 self.weapon_morph4time = time + t;
1085 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1086 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1088 if (fr == WFRAME_FIRE1)
1090 self.weapon_morph1angles = '5 0 0';
1091 self.weapon_morph1time = time + t * 0.1;
1092 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1093 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1094 self.weapon_morph4time = time + t + 1; // delay idle effect
1096 else if (fr == WFRAME_FIRE2)
1098 self.weapon_morph1angles = '10 0 0';
1099 self.weapon_morph1time = time + t * 0.1;
1100 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1101 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1102 self.weapon_morph4time = time + t + 1; // delay idle effect
1104 else if (fr == WFRAME_RELOAD)
1106 self.weapon_morph1time = time + t * 0.05;
1107 self.weapon_morph1angles = '-10 40 0';
1108 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1109 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1111 self.weapon_morph2time = time + t * 0.15;
1112 self.weapon_morph2angles = '-10 40 5';
1113 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1114 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1116 self.weapon_morph3time = time + t * 0.25;
1117 self.weapon_morph3angles = '-10 40 0';
1118 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1119 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1125 if (fr == WFRAME_IDLE)
1126 a = self.weaponentity.anim_idle;
1127 else if (fr == WFRAME_FIRE1)
1128 a = self.weaponentity.anim_fire1;
1129 else if (fr == WFRAME_FIRE2)
1130 a = self.weaponentity.anim_fire2;
1131 else if (fr == WFRAME_RELOAD)
1132 a = self.weaponentity.anim_reload;
1133 a_z *= g_weaponspeedfactor;
1134 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1139 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
1147 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1149 backtrace("Tried to override initial weapon think function - should this really happen?");
1152 t *= W_WeaponSpeedFactor();
1154 // VorteX: haste can be added here
1155 if (self.weapon_think == w_ready)
1157 self.weapon_nextthink = time;
1158 //dprint("started firing at ", ftos(time), "\n");
1160 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1162 self.weapon_nextthink = time;
1163 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1165 self.weapon_nextthink = self.weapon_nextthink + t;
1166 self.weapon_think = func;
1167 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1171 if (!self.crouch) // shoot anim stands up, this looks bad
1174 anim = self.anim_shoot;
1175 anim_z = anim_y / t;
1176 setanim(self, anim, FALSE, TRUE, TRUE);
1180 void weapon_boblayer1(float spd, vector org)
1182 // VorteX: haste can be added here
1185 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1193 mdirection = normalize(mvelocity);
1194 mspeed = vlen(mvelocity);
1196 nstyle = cvar("g_projectiles_newton_style");
1199 // absolute velocity
1200 outvelocity = mvelocity;
1202 else if(nstyle == 1)
1204 // true Newtonian projectiles
1205 outvelocity = pvelocity + mvelocity;
1207 else if(nstyle == 2)
1209 // true Newtonian projectiles with automatic aim adjustment
1211 // solve: |outspeed * mdirection - pvelocity| = mspeed
1212 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1213 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1217 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1218 // velocity without mdirection component > mspeed
1219 // fire at smallest possible mspeed that works?
1220 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1223 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1225 outspeed = solution_y; // the larger one
1228 //outspeed = 0; // slowest possible shot
1229 outspeed = solution_x; // the real part (that is, the average!)
1230 //dprint("impossible shot, adjusting\n");
1233 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1234 outvelocity = mdirection * outspeed;
1236 else if(nstyle == 3)
1238 // pseudo-Newtonian:
1239 outspeed = mspeed + mdirection * pvelocity;
1240 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1241 outvelocity = mdirection * outspeed;
1243 else if(nstyle == 4)
1246 outspeed = mspeed + vlen(pvelocity);
1247 outvelocity = mdirection * outspeed;
1250 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1255 void W_SetupProjectileVelocity(entity missile)
1257 if(missile.owner == world)
1258 error("Unowned missile");
1260 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1263 void W_AttachToShotorg(entity flash, vector offset)
1267 flash.angles_z = random() * 360;
1268 if(qcweaponanimation)
1270 setorigin(flash, w_shotorg + w_shotdir * 50);
1271 flash.angles = vectoangles(w_shotdir);
1272 flash.angles_z = random() * 360;
1276 setattachment(flash, self.weaponentity, "shot");
1277 setorigin(flash, offset);
1280 copyentity(flash, xflash);
1282 flash.viewmodelforclient = self;
1284 if(self.weaponentity.oldorigin_x > 0)
1286 setattachment(xflash, self.exteriorweaponentity, "");
1287 setorigin(xflash, self.weaponentity.oldorigin + offset);
1291 setattachment(xflash, self.exteriorweaponentity, "shot");