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fixed muzzleflashes with sv_qcweaponanimation mode
[divverent/nexuiz.git] / data / qcsrc / server / cl_weaponsystem.qc
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_FIRE1 = 0;
20 float WFRAME_FIRE2 = 1;
21 float WFRAME_IDLE = 2;
22 float WFRAME_RELOAD = 3;
23 .float wframe;
24
25 void(float fr, float t, void() func) weapon_thinkf;
26
27 vector w_shotorg;
28 vector w_shotdir;
29
30 // this function calculates w_shotorg and w_shotdir based on the weapon model
31 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
32 // make sure you call makevectors first (FIXME?)
33 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
34 {
35         float nudge = 1; // added to traceline target and subtracted from result
36         local vector trueaimpoint;
37         local float oldsolid;
38         oldsolid = self.dphitcontentsmask;
39         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
40         traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
41         trueaimpoint = trace_endpos;
42
43         if(debug_shotorg != '0 0 0')
44                 vecs = debug_shotorg;
45
46         if (cvar("g_shootfromeye"))
47                 w_shotorg = ent.origin + ent.view_ofs;
48         else if (cvar("g_shootfromcenter"))
49                 w_shotorg = ent.origin + ent.view_ofs + v_up * vecs_z;
50         else
51                 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
52         // now move the shotorg forward as much as requested if possible
53         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
54         w_shotorg = trace_endpos - v_forward * nudge;
55         // calculate the shotdir from the chosen shotorg
56         w_shotdir = normalize(trueaimpoint - w_shotorg);
57
58 #if 0
59         // explanation of g_antilag:
60         // if client reports it was aiming at a player, and the serverside trace
61         // says it would miss, change the aim point to the player's new origin,
62         // but only if the shot at the player's new origin would hit of course
63         //
64         // FIXME: a much better method for bullet weapons would be to leave a
65         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
66         // ghost corresponding to this player's ping time, and if so it would do
67         // damage to the real player
68         if (antilag)
69         if (self.cursor_trace_ent)                 // client was aiming at someone
70         if (self.cursor_trace_ent != self)         // just to make sure
71         if (self.cursor_trace_ent.takedamage)      // and that person is killable
72         if (self.cursor_trace_ent.classname == "player") // and actually a player
73         if (cvar("g_antilag") == 1)
74         {
75                 // verify that the shot would miss without antilag
76                 // (avoids an issue where guns would always shoot at their origin)
77                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
78                 if (!trace_ent.takedamage)
79                 {
80                         // verify that the shot would hit if altered
81                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
82                         if (trace_ent == self.cursor_trace_ent)
83                         {
84                                 // verify that the shot would hit in the past
85                                 if(self.antilag_debug)
86                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
87                                 else
88                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
89
90                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
91                                 antilag_restore(self.cursor_trace_ent);
92
93                                 if(trace_ent == self.cursor_trace_ent)
94                                 {
95                                         // HIT!
96                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
97                                         dprint("ANTILAG HIT for ", self.netname, "\n");
98                                 }
99                                 else
100                                 {
101                                         // prydon cursor aimbot or odd network conditions
102                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
103                                 }
104
105                                 if(cvar("developer") >= 2)
106                                 {
107                                         vector v, vplus, vel;
108                                         float X;
109                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
110                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
111                                         vel = (vplus - v) * (1 / 0.01);
112                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
113                                         v     -= (self.origin + self.view_ofs);
114                                         // solve: v + X * vel = closest to v_forward axis
115                                         // project into 2D by subtracting v_forward components:
116                                         v   -= (v   * v_forward) * v_forward;
117                                         vel -= (vel * v_forward) * v_forward;
118                                         // solve: v + X * vel = closest to origin
119                                         // (v + X * vel)^2 closest to 0
120                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
121                                         X = -(v * vel) / (vel * vel);
122                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
123                                 }
124                         }
125                 }
126         }
127 #else
128         if (antilag)
129         {
130                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
131                 {
132                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
133                         if (!trace_ent.takedamage)
134                         {
135                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
136                                 if (trace_ent.takedamage && trace_ent.classname == "player")
137                                 {
138                                         entity e;
139                                         e = trace_ent;
140                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
141                                         if(trace_ent == e)
142                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
143                                 }
144                         }
145                 }
146                 else if(cvar("g_antilag") == 3) // client side hitscan
147                 {
148                         if (self.cursor_trace_ent)                 // client was aiming at someone
149                         if (self.cursor_trace_ent != self)         // just to make sure
150                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
151                         if (self.cursor_trace_ent.classname == "player") // and actually a player
152                         {
153                                 // verify that the shot would miss without antilag
154                                 // (avoids an issue where guns would always shoot at their origin)
155                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
156                                 if (!trace_ent.takedamage)
157                                 {
158                                         // verify that the shot would hit if altered
159                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
160                                         if (trace_ent == self.cursor_trace_ent)
161                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
162                                         else
163                                                 print("antilag fail\n");
164                                 }
165                         }
166                 }
167         }
168 #endif
169
170         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
171
172         if (!g_norecoil)
173                 self.punchangle_x = recoil * -1;
174
175         if (snd != "")
176         {
177                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
178         }
179
180         if (self.items & IT_STRENGTH)
181         if (!g_minstagib)
182                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
183 };
184
185 void LaserTarget_Think()
186 {
187         entity e;
188         vector offset;
189         float uselaser;
190         uselaser = 0;
191
192         // list of weapons that will use the laser, and the options that enable it
193         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
194                 uselaser = 1;
195         // example
196         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
197         //      uselaser = 1;
198
199
200
201         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
202         if(!uselaser)
203         {
204                 // rocket launcher isn't selected, so no laser target.
205                 if(self.lasertarget != world)
206                 {
207                         remove(self.lasertarget);
208                         self.lasertarget = world;
209                 }
210                 return;
211         }
212
213         if(!self.lasertarget)
214         {
215                 // we don't have a lasertarget entity, so spawn one
216                 //bprint("create laser target\n");
217                 e = self.lasertarget = spawn();
218                 e.owner = self.owner;                   // Its owner is my owner
219                 e.classname = "laser_target";
220                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
221                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
222                 e.scale = 1.25;                         // make it larger
223                 e.alpha = 0.25;                         // transparency
224                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
225                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
226                 // make it dynamically glow
227                 // you should avoid over-using this, as it can slow down the player's computer.
228                 e.glow_color = 251; // red color
229                 e.glow_size = 12;
230         }
231         else
232                 e = self.lasertarget;
233
234         // move the laser dot to where the player is looking
235
236         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
237         offset = '0 0 26' + v_right*3;
238         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
239         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
240         if(trace_plane_normal != '0 0 0')
241                 e.angles = vectoangles(trace_plane_normal);
242         else
243                 e.angles = vectoangles(v_forward);
244 }
245
246 float CL_Weaponentity_CustomizeEntityForClient()
247 {
248         self.viewmodelforclient = self.owner;
249         if(other.classname == "spectator")
250                 if(other.enemy == self.owner)
251                         self.viewmodelforclient = other;
252         return TRUE;
253 }
254
255 float qcweaponanimation;
256 vector weapon_offset = '0 -10 0';
257 vector weapon_adjust = '10 0 -15';
258 .vector weapon_morph0origin;
259 .vector weapon_morph0angles;
260 .float  weapon_morph0time;
261 .vector weapon_morph1origin;
262 .vector weapon_morph1angles;
263 .float  weapon_morph1time;
264 .vector weapon_morph2origin;
265 .vector weapon_morph2angles;
266 .float  weapon_morph2time;
267 .vector weapon_morph3origin;
268 .vector weapon_morph3angles;
269 .float  weapon_morph3time;
270 .vector weapon_morph4origin;
271 .vector weapon_morph4angles;
272 .float  weapon_morph4time;
273 .string weaponname;
274
275 void CL_Weaponentity_Think()
276 {
277         float tb;
278         self.nextthink = time;
279         if (intermission_running)
280                 self.frame = self.anim_idle_x;
281         if (self.owner.weaponentity != self)
282         {
283                 if (self.weaponentity)
284                         remove(self.weaponentity);
285                 remove(self);
286                 return;
287         }
288         if (self.owner.deadflag != DEAD_NO)
289         {
290                 self.model = "";
291                 if (self.weaponentity)
292                         self.weaponentity.model = "";
293                 return;
294         }
295         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
296         {
297                 self.cnt = self.owner.weapon;
298                 self.dmg = self.owner.modelindex;
299                 self.deadflag = self.owner.deadflag;
300
301                 string animfilename;
302                 float animfile;
303                 if (self.owner.weaponname != "")
304                 {
305                         // if there is a child entity, hide it until we're sure we use it
306                         if (self.weaponentity)
307                                 self.weaponentity.model = "";
308                         if (qcweaponanimation)
309                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
310                         else
311                         {
312                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
313                                 animfile = fopen(animfilename, FILE_READ);
314                                 if (animfile >= 0)
315                                 {
316                                         if (!self.weaponentity)
317                                                 self.weaponentity = spawn();
318                                         setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
319                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
320                                         setattachment(self.weaponentity, self, "weapon");
321                                 }
322                                 else
323                                 {
324                                         animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
325                                         animfile = fopen(animfilename, FILE_READ);
326                                         if (animfile >= 0)
327                                                 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
328                                 }
329                                 if (animfile >= 0)
330                                 {
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                                 else
341                                 {
342                                         self.anim_fire1  = '0 1 10';
343                                         self.anim_fire2  = '1 1 10';
344                                         self.anim_idle   = '2 1 10';
345                                         self.anim_reload = '3 1 10';
346                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
347                                 }
348                         }
349                 }
350                 else
351                         self.model = "";
352
353                 // reset animstate now
354                 self.wframe = WFRAME_IDLE;
355                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
356
357                 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
358                 {
359                         entity e;
360                         e = spawn();
361                         e.modelindex = self.modelindex;
362                         float idx;
363                         vector v;
364                         idx = gettagindex(e, "shot");
365                         if (!idx)
366                                 idx = gettagindex(e, "bone02");
367                         if(idx)
368                         {
369                                 v = gettaginfo(e, idx);
370                                 setorigin(self, '0 -1 0' * v_y);
371                         }
372                         else
373                                 setorigin(self, '0 0 0');
374                         remove(e);
375                 }
376                 else
377                         setorigin(self, '0 0 0');
378         }
379
380         tb = (self.effects & EF_TELEPORT_BIT);
381         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
382         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
383         self.effects &~= EF_TELEPORT_BIT;
384         self.effects |= tb;
385
386         if(self.owner.alpha != 0)
387                 self.alpha = self.owner.alpha;
388         else
389                 self.alpha = 1;
390         
391         self.colormap = self.owner.colormap;
392         if (self.weaponentity)
393         {
394                 self.weaponentity.effects = self.effects & EF_ADDITIVE;
395                 self.weaponentity.alpha = self.alpha;
396                 self.weaponentity.colormap = self.colormap;
397         }
398
399         self.angles = '0 0 0';
400         local float f;
401         f = 0;
402         if (self.state == WS_RAISE)
403         {
404                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
405                 self.angles_x = -90 * f * f;
406                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
407                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
408         }
409         else if (self.state == WS_DROP)
410         {
411                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
412                 self.angles_x = -90 * f * f;
413                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
414                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
415         }
416         else if (self.state == WS_CLEAR)
417         {
418                 f = 1;
419                 self.angles_x = -90 * f * f;
420                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
421                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
422         }
423         else if (time < self.owner.weapon_morph1time)
424         {
425                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
426                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
427                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
428         }
429         else if (time < self.owner.weapon_morph2time)
430         {
431                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
432                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
433                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
434         }
435         else if (time < self.owner.weapon_morph3time)
436         {
437                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
438                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
439                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
440         }
441         else if (time < self.owner.weapon_morph4time)
442         {
443                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
444                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
445                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
446         }
447         else if (qcweaponanimation)
448         {
449                 // begin a new idle morph
450                 self.owner.weapon_morph0time   = time;
451                 self.owner.weapon_morph0angles = self.angles;
452                 self.owner.weapon_morph0origin = self.origin;
453
454                 float r;
455                 float t;
456
457                 r = random();
458                 if (r < 0.1)
459                 {
460                         // turn gun to the left to look at it
461                         t = 2;
462                         self.owner.weapon_morph1time   = time + t * 0.2;
463                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
464                         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');
465                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
466
467                         self.owner.weapon_morph2time   = time + t * 0.6;
468                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
469                         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');
470                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
471
472                         self.owner.weapon_morph3time   = time + t;
473                         self.owner.weapon_morph3angles = '0 0 0';
474                         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');
475                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
476                 }
477                 else if (r < 0.2)
478                 {
479                         // raise the gun a bit
480                         t = 2;
481                         self.owner.weapon_morph1time   = time + t * 0.2;
482                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
483                         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');
484                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
485
486                         self.owner.weapon_morph2time   = time + t * 0.5;
487                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
488                         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');
489                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
490
491                         self.owner.weapon_morph3time   = time + t;
492                         self.owner.weapon_morph3angles = '0 0 0';
493                         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');
494                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
495                 }
496                 else if (r < 0.3)
497                 {
498                         // tweak it a bit
499                         t = 5;
500                         self.owner.weapon_morph1time   = time + t * 0.3;
501                         self.owner.weapon_morph1angles = randomvec() * 6;
502                         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');
503                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
504
505                         self.owner.weapon_morph2time   = time + t * 0.7;
506                         self.owner.weapon_morph2angles = randomvec() * 6;
507                         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');
508                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
509
510                         self.owner.weapon_morph3time   = time + t;
511                         self.owner.weapon_morph3angles = '0 0 0';
512                         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');
513                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
514                 }
515                 else
516                 {
517                         // hold it mostly steady
518                         t = random() * 6 + 4;
519                         self.owner.weapon_morph1time   = time + t * 0.2;
520                         self.owner.weapon_morph1angles = randomvec() * 1;
521                         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');
522                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
523
524                         self.owner.weapon_morph2time   = time + t * 0.5;
525                         self.owner.weapon_morph2angles = randomvec() * 1;
526                         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');
527                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
528
529                         self.owner.weapon_morph3time   = time + t * 0.7;
530                         self.owner.weapon_morph3angles = randomvec() * 1;
531                         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');
532                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
533                 }
534
535                 self.owner.weapon_morph4time   = time + t;
536                 self.owner.weapon_morph4angles = '0 0 0';
537                 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');
538                 self.owner.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
539
540         }
541
542         // create or update the lasertarget entity
543         LaserTarget_Think();
544 };
545
546 void CL_ExteriorWeaponentity_Think()
547 {
548         float tag_found;
549         self.nextthink = time;
550         if (self.owner.exteriorweaponentity != self)
551         {
552                 remove(self);
553                 return;
554         }
555         if (self.owner.deadflag != DEAD_NO)
556         {
557                 self.model = "";
558                 return;
559         }
560         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
561         {
562                 self.cnt = self.owner.weapon;
563                 self.dmg = self.owner.modelindex;
564                 self.deadflag = self.owner.deadflag;
565                 if (self.owner.weaponname != "")
566                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
567                 else
568                         self.model = "";
569
570                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
571                 {
572                         self.tag_index = tag_found;
573                         self.tag_entity = self.owner;
574                 }
575                 else
576                         setattachment(self, self.owner, "bip01 r hand");
577
578                 // if that didn't find a tag, hide the exterior weapon model
579                 if (!self.tag_index)
580                         self.model = "";
581         }
582         self.effects = self.owner.effects | EF_LOWPRECISION;
583         self.effects = self.effects & EFMASK_CHEAP; // eat performance
584         if(self.owner.alpha != 0)
585                 self.alpha = self.owner.alpha;
586         else
587                 self.alpha = 1;
588         
589         self.colormap = self.owner.colormap;
590 };
591
592 // spawning weaponentity for client
593 void CL_SpawnWeaponentity()
594 {
595         self.weaponentity = spawn();
596         self.weaponentity.classname = "weaponentity";
597         self.weaponentity.solid = SOLID_NOT;
598         self.weaponentity.owner = self;
599         setmodel(self.weaponentity, ""); // precision set when changed
600         self.weaponentity.origin = '0 0 0';
601         self.weaponentity.angles = '0 0 0';
602         self.weaponentity.viewmodelforclient = self;
603         self.weaponentity.flags = 0;
604         self.weaponentity.think = CL_Weaponentity_Think;
605         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
606         self.weaponentity.nextthink = time;
607
608         self.exteriorweaponentity = spawn();
609         self.exteriorweaponentity.classname = "exteriorweaponentity";
610         self.exteriorweaponentity.solid = SOLID_NOT;
611         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
612         self.exteriorweaponentity.owner = self;
613         self.exteriorweaponentity.origin = '0 0 0';
614         self.exteriorweaponentity.angles = '0 0 0';
615         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
616         self.exteriorweaponentity.nextthink = time;
617 };
618
619 .float hasweapon_complain_spam;
620
621 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
622 {
623         local float weaponbit, f;
624         local entity oldself;
625
626         if(time < self.hasweapon_complain_spam)
627                 complain = 0;
628         if(complain)
629                 self.hasweapon_complain_spam = time + 0.2;
630
631         if (wpn < WEP_FIRST || wpn > WEP_LAST)
632         {
633                 if (complain)
634                         sprint(self, "Invalid weapon\n");
635                 return FALSE;
636         }
637         weaponbit = W_WeaponBit(wpn);
638         if (cl.weapons & weaponbit)
639         {
640                 if (andammo)
641                 {
642                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
643                         {
644                                 f = 1;
645                         }
646                         else
647                         {
648                                 oldself = self;
649                                 self = cl;
650                                 f = weapon_action(wpn, WR_CHECKAMMO1);
651                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
652                                 self = oldself;
653                         }
654                         if (!f)
655                         {
656                                 if (complain)
657                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
658                                 return FALSE;
659                         }
660                 }
661                 return TRUE;
662         }
663         if (complain)
664         {
665                 // DRESK - 3/16/07
666                 // Report Proper Weapon Status / Modified Weapon Ownership Message
667                 if(weaponsInMap & weaponbit)
668                 {
669                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
670
671                         if(cvar("g_showweaponspawns"))
672                         {
673                                 entity e;
674                                 string s;
675
676                                 e = get_weaponinfo(wpn);
677                                 s = e.model2;
678
679                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
680                                 {
681                                         if(e.classname == "droppedweapon")
682                                                 continue;
683                                         if not(e.flags & FL_ITEM)
684                                                 continue;
685                                         WaypointSprite_Spawn(
686                                                 s,
687                                                 1, 0,
688                                                 world, e.origin,
689                                                 self, 0,
690                                                 world, enemy,
691                                                 0
692                                         );
693                                 }
694                         }
695                 }
696                 else
697                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
698         }
699         return FALSE;
700 };
701
702 // Weapon subs
703 void w_clear()
704 {
705         if (self.weapon != -1)
706                 self.weapon = 0;
707         if (self.weaponentity)
708         {
709                 self.weaponentity.state = WS_CLEAR;
710                 self.weaponentity.effects = 0;
711         }
712 };
713
714 void w_ready()
715 {
716         if (self.weaponentity)
717                 self.weaponentity.state = WS_READY;
718         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
719 };
720
721 // Setup weapon for client (after this raise frame will be launched)
722 void weapon_setup(float windex)
723 {
724         entity e;
725         qcweaponanimation = cvar("sv_qcweaponanimation");
726         e = get_weaponinfo(windex);
727         self.items &~= IT_AMMO;
728         self.items = self.items | e.items;
729
730         // the two weapon entities will notice this has changed and update their models
731         self.weapon = windex;
732         self.weaponname = e.mdl;
733         self.bulletcounter = 0;
734 };
735
736 // perform weapon to attack (weaponstate and attack_finished check is here)
737 .float race_penalty;
738 float weapon_prepareattack(float secondary, float attacktime)
739 {
740         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
741         //if all players readied up and the countdown is running
742         if (cvar("sv_ready_restart_after_countdown"))
743                 if(time < game_starttime || time < self.race_penalty) {
744                         return FALSE;
745                 }
746         
747         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
748         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
749         {
750                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
751                 return FALSE;
752         }
753
754         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
755                 return FALSE;
756
757         // do not even think about shooting if switching
758         if(self.switchweapon != self.weapon)
759                 return FALSE;
760
761         // don't fire if previous attack is not finished
762         if(attacktime >= 0)
763                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
764                         return FALSE;
765         // don't fire while changing weapon
766         if (self.weaponentity.state != WS_READY)
767                 return FALSE;
768         self.weaponentity.state = WS_INUSE;
769
770         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
771
772         // if the weapon hasn't been firing continuously, reset the timer
773         if(attacktime >= 0)
774         {
775                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
776                 {
777                         ATTACK_FINISHED(self) = time;
778                         //dprint("resetting attack finished to ", ftos(time), "\n");
779                 }
780                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
781         }
782         self.bulletcounter += 1;
783         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
784         return TRUE;
785 };
786
787 void weapon_thinkf(float fr, float t, void() func)
788 {
789         vector a;
790         vector of, or, ou;
791         float restartanim;
792
793         if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
794                 restartanim = TRUE;
795         else
796                 restartanim = FALSE;
797
798         of = v_forward;
799         or = v_right;
800         ou = v_up;
801
802         if (self.weaponentity)
803         {
804                 self.weaponentity.wframe = fr;
805                 if (qcweaponanimation)
806                 {
807                         if (fr != WFRAME_IDLE)
808                         {
809                                 self.weapon_morph0time = time;
810                                 self.weapon_morph0angles = self.weaponentity.angles;
811                                 self.weapon_morph0origin = self.weaponentity.origin;
812
813                                 self.weapon_morph1angles = '0 0 0';
814                                 self.weapon_morph1time = time + t;
815                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
816                                 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
817
818                                 self.weapon_morph2angles = '0 0 0';
819                                 self.weapon_morph2time = time + t;
820                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
821                                 self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
822
823                                 self.weapon_morph3angles = '0 0 0';
824                                 self.weapon_morph3time = time + t;
825                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
826                                 self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
827
828                                 self.weapon_morph4angles = '0 0 0';
829                                 self.weapon_morph4time = time + t;
830                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
831                                 self.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
832
833                                 if (fr == WFRAME_FIRE1)
834                                 {
835                                         self.weapon_morph1angles = '5 0 0';
836                                         self.weapon_morph1time = time + t * 0.1;
837                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
838                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
839                                         self.weapon_morph4time = time + t + 1; // delay idle effect
840                                 }
841                                 else if (fr == WFRAME_FIRE2)
842                                 {
843                                         self.weapon_morph1angles = '10 0 0';
844                                         self.weapon_morph1time = time + t * 0.1;
845                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
846                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
847                                         self.weapon_morph4time = time + t + 1; // delay idle effect
848                                 }
849                                 else if (fr == WFRAME_RELOAD)
850                                 {
851                                         self.weapon_morph1time = time + t * 0.05;
852                                         self.weapon_morph1angles = '-10 40 0';
853                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
854                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
855
856                                         self.weapon_morph2time = time + t * 0.15;
857                                         self.weapon_morph2angles = '-10 40 5';
858                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
859                                         self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
860                 
861                                         self.weapon_morph3time = time + t * 0.25;
862                                         self.weapon_morph3angles = '-10 40 0';
863                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
864                                         self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
865                                 }
866                         }
867                 }
868                 else
869                 {
870                         if (fr == WFRAME_IDLE)
871                                 a = self.weaponentity.anim_idle;
872                         else if (fr == WFRAME_FIRE1)
873                                 a = self.weaponentity.anim_fire1;
874                         else if (fr == WFRAME_FIRE2)
875                                 a = self.weaponentity.anim_fire2;
876                         else if (fr == WFRAME_RELOAD)
877                                 a = self.weaponentity.anim_reload;
878                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
879                 }
880
881                 if(reset)
882                 {
883                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
884                 }
885         }
886
887         v_forward = of;
888         v_right = or;
889         v_up = ou;
890
891         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
892         {
893                 backtrace("Tried to override initial weapon think function - should this really happen?");
894         }
895
896         if(g_runematch)
897         {
898                 if(self.runes & RUNE_SPEED)
899                 {
900                         if(self.runes & CURSE_SLOW)
901                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
902                         else
903                                 t = t * cvar("g_balance_rune_speed_atkrate");
904                 }
905                 else if(self.runes & CURSE_SLOW)
906                 {
907                         t = t * cvar("g_balance_curse_slow_atkrate");
908                 }
909         }
910
911         // VorteX: haste can be added here
912         if (self.weapon_think == w_ready)
913         {
914                 self.weapon_nextthink = time;
915                 //dprint("started firing at ", ftos(time), "\n");
916         }
917         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
918         {
919                 self.weapon_nextthink = time;
920                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
921         }
922         self.weapon_nextthink = self.weapon_nextthink + t;
923         self.weapon_think = func;
924         //dprint("next ", ftos(self.weapon_nextthink), "\n");
925
926         if (reset)
927         if (t)
928         if (!self.crouch) // shoot anim stands up, this looks bad
929         {
930                 local vector anim;
931                 anim = self.anim_shoot;
932                 anim_z = anim_y / t;
933                 setanim(self, anim, FALSE, TRUE, TRUE);
934         }
935 };
936
937 void weapon_boblayer1(float spd, vector org)
938 {
939         // VorteX: haste can be added here
940 };
941
942 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
943 {
944         vector mdirection;
945         float mspeed;
946         float outspeed;
947         float nstyle;
948         vector outvelocity;
949
950         mdirection = normalize(mvelocity);
951         mspeed = vlen(mvelocity);
952
953         nstyle = cvar("g_projectiles_newton_style");
954         if(nstyle == 0)
955         {
956                 // absolute velocity
957                 outvelocity = mvelocity;
958         }
959         else if(nstyle == 1)
960         {
961                 // true Newtonian projectiles
962                 outvelocity = pvelocity + mvelocity;
963         }
964         else if(nstyle == 2)
965         {
966                 // true Newtonian projectiles with automatic aim adjustment
967                 //
968                 // solve: |outspeed * mdirection - pvelocity| = mspeed
969                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
970                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
971                 // PLUS SIGN!
972                 // not defined?
973                 // then...
974                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
975                 // velocity without mdirection component > mspeed
976                 // fire at smallest possible mspeed that works?
977                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
978
979                 float D;
980                 float p;
981                 float q;
982                 p = mdirection * pvelocity;
983                 q = pvelocity * pvelocity - mspeed * mspeed;
984                 D = p * p - q;
985                 if(D < 0)
986                 {
987                         //dprint("impossible shot, adjusting\n");
988                         D = 0;
989                 }
990                 outspeed = p + sqrt(D);
991                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
992                 outvelocity = mdirection * outspeed;
993         }
994         else if(nstyle == 3)
995         {
996                 // pseudo-Newtonian:
997                 outspeed = mspeed + mdirection * pvelocity;
998                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
999                 outvelocity = mdirection * outspeed;
1000         }
1001         else if(nstyle == 4)
1002         {
1003                 // tZorkian:
1004                 outspeed = mspeed + vlen(pvelocity);
1005                 outvelocity = mdirection * outspeed;
1006         }
1007         else
1008                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1009
1010         return outvelocity;
1011 }
1012
1013 void W_SetupProjectileVelocity(entity missile)
1014 {
1015         if(missile.owner == world)
1016                 error("Unowned missile");
1017
1018         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1019 }