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add a function solve_quadratic, and make newton projectiles already use it
[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_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 /*
283  * supported formats:
284  *
285  * 1. simple animated model, muzzlr flash handling on h_ model:
286  *    h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation
287  *      tags:
288  *        shot = muzzle end (shot origin, also used for muzzle flashes)
289  *        shell = casings ejection point (must be on the right hand side of the gun)
290  *        weapon = attachment for v_tuba.md3
291  *    v_tuba.md3 - first and third person model
292  *    g_tuba.md3 - pickup model
293  *
294  * 2. fully animated model, muzzle flash handling on h_ model:
295  *    h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
296  *      tags:
297  *        shot = muzzle end (shot origin, also used for muzzle flashes)
298  *        shell = casings ejection point (must be on the right hand side of the gun)
299  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
300  *    v_tuba.md3 - third person model
301  *    g_tuba.md3 - pickup model
302  *
303  * 3. fully animated model, muzzle flash handling on v_ model:
304  *    h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
305  *      tags:
306  *        shot = muzzle end (shot origin)
307  *        shell = casings ejection point (must be on the right hand side of the gun)
308  *    v_tuba.md3 - third person model
309  *      tags:
310  *        shot = muzzle end (for muzzle flashes)
311  *    g_tuba.md3 - pickup model
312  */
313
314 void CL_Weaponentity_Think()
315 {
316         float tb, v_shot_idx;
317         self.nextthink = time;
318         if (intermission_running)
319                 self.frame = self.anim_idle_x;
320         if (self.owner.weaponentity != self)
321         {
322                 if (self.weaponentity)
323                         remove(self.weaponentity);
324                 remove(self);
325                 return;
326         }
327         if (self.owner.deadflag != DEAD_NO)
328         {
329                 self.model = "";
330                 if (self.weaponentity)
331                         self.weaponentity.model = "";
332                 return;
333         }
334         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
335         {
336                 self.cnt = self.owner.weapon;
337                 self.dmg = self.owner.modelindex;
338                 self.deadflag = self.owner.deadflag;
339
340                 string animfilename;
341                 float animfile;
342                 if (self.owner.weaponname != "")
343                 {
344                         // if there is a child entity, hide it until we're sure we use it
345                         if (self.weaponentity)
346                                 self.weaponentity.model = "";
347                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
348                         v_shot_idx = gettagindex(self, "shot"); // used later
349                         if(!qcweaponanimation)
350                         {
351                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
352                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
353                                 animfile = fopen(animfilename, FILE_READ);
354                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
355                                 self.anim_fire1  = '0 1 0.01';
356                                 self.anim_fire2  = '1 1 0.01';
357                                 self.anim_idle   = '2 1 0.01';
358                                 self.anim_reload = '3 1 0.01';
359                                 if (animfile >= 0)
360                                 {
361                                         animparseerror = FALSE;
362                                         self.anim_fire1  = animparseline(animfile);
363                                         self.anim_fire2  = animparseline(animfile);
364                                         self.anim_idle   = animparseline(animfile);
365                                         self.anim_reload = animparseline(animfile);
366                                         fclose(animfile);
367                                         if (animparseerror)
368                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");
369                                 }
370
371                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
372                                 // if we don't, this is a "real" animated model
373                                 if(gettagindex(self, "weapon"))
374                                 {
375                                         if (!self.weaponentity)
376                                                 self.weaponentity = spawn();
377                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
378                                         setattachment(self.weaponentity, self, "weapon");
379                                 }
380                                 else
381                                 {
382                                         if(self.weaponentity)
383                                                 remove(self.weaponentity);
384                                         self.weaponentity = world;
385                                 }
386                         }
387                 }
388                 else
389                 {
390                         self.model = "";
391                         if(self.weaponentity)
392                                 remove(self.weaponentity);
393                         self.weaponentity = world;
394                 }
395
396                 if(qcweaponanimation)
397                 {
398                         self.angles = '0 0 0';
399                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
400                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
401                         self.movedir_x += 32;
402                         self.spawnorigin = self.movedir;
403                         // oldorigin - not calculated here
404                 }
405                 else
406                 {
407                         self.origin = '0 0 0';
408                         self.angles = '0 0 0';
409                         self.frame = 0;
410                         self.viewmodelforclient = world;
411
412                         float idx;
413                         idx = gettagindex(self, "shot");
414                         if(idx)
415                         {
416                                 self.movedir = gettaginfo(self, idx);
417                         }
418                         else
419                         {
420                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
421                                 self.movedir = '0 0 0';
422                         }
423
424                         idx = gettagindex(self, "shell");
425                         if(idx)
426                         {
427                                 self.spawnorigin = gettaginfo(self, idx);
428                         }
429                         else
430                         {
431                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
432                                 self.spawnorigin = self.movedir;
433                         }
434
435                         if(v_shot_idx)
436                         {
437                                 self.oldorigin = '0 0 0';
438                         }
439                         else
440                         {
441                                 if(self.weaponentity)
442                                         idx = gettagindex(self, "weapon");
443                                 else
444                                         idx = gettagindex(self, "handle");
445                                 if(idx)
446                                 {
447                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
448                                 }
449                                 else
450                                 {
451                                         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");
452                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
453                                 }
454                         }
455
456                         self.viewmodelforclient = self.owner;
457                 }
458
459                 self.view_ofs = '0 0 0';
460
461                 if(self.movedir_x >= 0)
462                 {
463                         vector v0;
464                         v0 = self.movedir;
465                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);
466                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
467                 }
468
469                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
470
471                 // check if an instant weapon switch occurred
472                 if (qcweaponanimation)
473                 {
474                         if (self.state == WS_READY)
475                         {
476                                 self.angles = '0 0 0';
477                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
478                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
479                         }
480                 }
481                 else
482                         setorigin(self, self.view_ofs);
483                 // reset animstate now
484                 self.wframe = WFRAME_IDLE;
485                 self.weapon_morph0time = 0;
486                 self.weapon_morph1time = 0;
487                 self.weapon_morph2time = 0;
488                 self.weapon_morph3time = 0;
489                 self.weapon_morph4time = 0;
490                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
491         }
492
493         tb = (self.effects & EF_TELEPORT_BIT);
494         self.effects = self.owner.effects & EFMASK_CHEAP;
495         self.effects &~= EF_LOWPRECISION;
496         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
497         self.effects &~= EF_TELEPORT_BIT;
498         self.effects |= tb;
499
500         if(self.owner.alpha != 0)
501                 self.alpha = self.owner.alpha;
502         else
503                 self.alpha = 1;
504         
505         self.colormap = self.owner.colormap;
506         if (self.weaponentity)
507         {
508                 self.weaponentity.effects = self.effects;
509                 self.weaponentity.alpha = self.alpha;
510                 self.weaponentity.colormap = self.colormap;
511         }
512
513         self.angles = '0 0 0';
514         local float f;
515         f = 0;
516         if (self.state == WS_RAISE)
517         {
518                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
519                 self.angles_x = -90 * f * f;
520                 if (qcweaponanimation)
521                 {
522                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
523                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
524                 }
525         }
526         else if (self.state == WS_DROP)
527         {
528                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
529                 self.angles_x = -90 * f * f;
530                 if (qcweaponanimation)
531                 {
532                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
533                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
534                 }
535         }
536         else if (self.state == WS_CLEAR)
537         {
538                 f = 1;
539                 self.angles_x = -90 * f * f;
540                 if (qcweaponanimation)
541                 {
542                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
543                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
544                 }
545         }
546         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
547         {
548                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
549                 f = 1 - pow(1 - f, 3);
550                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
551                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
552         }
553         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
554         {
555                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
556                 f = 1 - pow(1 - f, 3);
557                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
558                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
559         }
560         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
561         {
562                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
563                 f = 1 - pow(1 - f, 3);
564                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
565                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
566         }
567         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
568         {
569                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
570                 f = 1 - pow(1 - f, 3);
571                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
572                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
573         }
574         else if (qcweaponanimation)
575         {
576                 // begin a new idle morph
577                 self.owner.weapon_morph0time   = time;
578                 self.owner.weapon_morph0angles = self.angles;
579                 self.owner.weapon_morph0origin = self.origin;
580
581                 float r;
582                 float t;
583
584                 r = random();
585                 if (r < 0.1)
586                 {
587                         // turn gun to the left to look at it
588                         t = 2;
589                         self.owner.weapon_morph1time   = time + t * 0.2;
590                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
591                         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');
592                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
593
594                         self.owner.weapon_morph2time   = time + t * 0.6;
595                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
596                         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');
597                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
598
599                         self.owner.weapon_morph3time   = time + t;
600                         self.owner.weapon_morph3angles = '0 0 0';
601                         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');
602                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
603                 }
604                 else if (r < 0.2)
605                 {
606                         // raise the gun a bit
607                         t = 2;
608                         self.owner.weapon_morph1time   = time + t * 0.2;
609                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
610                         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');
611                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
612
613                         self.owner.weapon_morph2time   = time + t * 0.5;
614                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
615                         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');
616                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
617
618                         self.owner.weapon_morph3time   = time + t;
619                         self.owner.weapon_morph3angles = '0 0 0';
620                         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');
621                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
622                 }
623                 else if (r < 0.3)
624                 {
625                         // tweak it a bit
626                         t = 5;
627                         self.owner.weapon_morph1time   = time + t * 0.3;
628                         self.owner.weapon_morph1angles = randomvec() * 6;
629                         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');
630                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
631
632                         self.owner.weapon_morph2time   = time + t * 0.7;
633                         self.owner.weapon_morph2angles = randomvec() * 6;
634                         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');
635                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
636
637                         self.owner.weapon_morph3time   = time + t;
638                         self.owner.weapon_morph3angles = '0 0 0';
639                         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');
640                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
641                 }
642                 else
643                 {
644                         // hold it mostly steady
645                         t = random() * 6 + 4;
646                         self.owner.weapon_morph1time   = time + t * 0.2;
647                         self.owner.weapon_morph1angles = randomvec() * 1;
648                         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');
649                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
650
651                         self.owner.weapon_morph2time   = time + t * 0.5;
652                         self.owner.weapon_morph2angles = randomvec() * 1;
653                         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');
654                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
655
656                         self.owner.weapon_morph3time   = time + t * 0.7;
657                         self.owner.weapon_morph3angles = randomvec() * 1;
658                         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');
659                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
660                 }
661
662                 self.owner.weapon_morph4time   = time + t;
663                 self.owner.weapon_morph4angles = '0 0 0';
664                 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');
665                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
666
667         }
668
669         // create or update the lasertarget entity
670         LaserTarget_Think();
671 };
672
673 void CL_ExteriorWeaponentity_Think()
674 {
675         float tag_found;
676         self.nextthink = time;
677         if (self.owner.exteriorweaponentity != self)
678         {
679                 remove(self);
680                 return;
681         }
682         if (self.owner.deadflag != DEAD_NO)
683         {
684                 self.model = "";
685                 return;
686         }
687         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
688         {
689                 self.cnt = self.owner.weapon;
690                 self.dmg = self.owner.modelindex;
691                 self.deadflag = self.owner.deadflag;
692                 if (self.owner.weaponname != "")
693                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
694                 else
695                         self.model = "";
696
697                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
698                 {
699                         self.tag_index = tag_found;
700                         self.tag_entity = self.owner;
701                 }
702                 else
703                         setattachment(self, self.owner, "bip01 r hand");
704
705                 // if that didn't find a tag, hide the exterior weapon model
706                 if (!self.tag_index)
707                         self.model = "";
708         }
709         self.effects = self.owner.effects | EF_LOWPRECISION;
710         self.effects = self.effects & EFMASK_CHEAP; // eat performance
711         if(self.owner.alpha != 0)
712                 self.alpha = self.owner.alpha;
713         else
714                 self.alpha = 1;
715         
716         self.colormap = self.owner.colormap;
717 };
718
719 // spawning weaponentity for client
720 void CL_SpawnWeaponentity()
721 {
722         self.weaponentity = spawn();
723         self.weaponentity.classname = "weaponentity";
724         self.weaponentity.solid = SOLID_NOT;
725         self.weaponentity.owner = self;
726         setmodel(self.weaponentity, ""); // precision set when changed
727         self.weaponentity.origin = '0 0 0';
728         self.weaponentity.angles = '0 0 0';
729         self.weaponentity.viewmodelforclient = self;
730         self.weaponentity.flags = 0;
731         self.weaponentity.think = CL_Weaponentity_Think;
732         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
733         self.weaponentity.nextthink = time;
734
735         self.exteriorweaponentity = spawn();
736         self.exteriorweaponentity.classname = "exteriorweaponentity";
737         self.exteriorweaponentity.solid = SOLID_NOT;
738         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
739         self.exteriorweaponentity.owner = self;
740         self.exteriorweaponentity.origin = '0 0 0';
741         self.exteriorweaponentity.angles = '0 0 0';
742         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
743         self.exteriorweaponentity.nextthink = time;
744 };
745
746 .float hasweapon_complain_spam;
747
748 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
749 {
750         local float weaponbit, f;
751         local entity oldself;
752
753         if(time < self.hasweapon_complain_spam)
754                 complain = 0;
755         if(complain)
756                 self.hasweapon_complain_spam = time + 0.2;
757
758         if (wpn < WEP_FIRST || wpn > WEP_LAST)
759         {
760                 if (complain)
761                         sprint(self, "Invalid weapon\n");
762                 return FALSE;
763         }
764         weaponbit = W_WeaponBit(wpn);
765         if (cl.weapons & weaponbit)
766         {
767                 if (andammo)
768                 {
769                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
770                         {
771                                 f = 1;
772                         }
773                         else
774                         {
775                                 oldself = self;
776                                 self = cl;
777                                 f = weapon_action(wpn, WR_CHECKAMMO1);
778                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
779                                 self = oldself;
780                         }
781                         if (!f)
782                         {
783                                 if (complain)
784                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
785                                 return FALSE;
786                         }
787                 }
788                 return TRUE;
789         }
790         if (complain)
791         {
792                 // DRESK - 3/16/07
793                 // Report Proper Weapon Status / Modified Weapon Ownership Message
794                 if(weaponsInMap & weaponbit)
795                 {
796                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
797
798                         if(cvar("g_showweaponspawns"))
799                         {
800                                 entity e;
801                                 string s;
802
803                                 e = get_weaponinfo(wpn);
804                                 s = e.model2;
805
806                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
807                                 {
808                                         if(e.classname == "droppedweapon")
809                                                 continue;
810                                         if not(e.flags & FL_ITEM)
811                                                 continue;
812                                         WaypointSprite_Spawn(
813                                                 s,
814                                                 1, 0,
815                                                 world, e.origin,
816                                                 self, 0,
817                                                 world, enemy,
818                                                 0
819                                         );
820                                 }
821                         }
822                 }
823                 else
824                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
825         }
826         return FALSE;
827 };
828
829 // Weapon subs
830 void w_clear()
831 {
832         if (self.weapon != -1)
833                 self.weapon = 0;
834         if (self.weaponentity)
835         {
836                 self.weaponentity.state = WS_CLEAR;
837                 self.weaponentity.effects = 0;
838         }
839 };
840
841 void w_ready()
842 {
843         if (self.weaponentity)
844                 self.weaponentity.state = WS_READY;
845         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
846 };
847
848 // Setup weapon for client (after this raise frame will be launched)
849 void weapon_setup(float windex)
850 {
851         entity e;
852         qcweaponanimation = cvar("sv_qcweaponanimation");
853         e = get_weaponinfo(windex);
854         self.items &~= IT_AMMO;
855         self.items = self.items | e.items;
856
857         // the two weapon entities will notice this has changed and update their models
858         self.weapon = windex;
859         self.weaponname = e.mdl;
860         self.bulletcounter = 0;
861 };
862
863 // perform weapon to attack (weaponstate and attack_finished check is here)
864 .float race_penalty;
865 float weapon_prepareattack(float secondary, float attacktime)
866 {
867         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
868         //if all players readied up and the countdown is running
869         if (cvar("sv_ready_restart_after_countdown"))
870                 if(time < game_starttime || time < self.race_penalty) {
871                         return FALSE;
872                 }
873         
874         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
875         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
876         {
877                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
878                 return FALSE;
879         }
880
881         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
882                 return FALSE;
883
884         // do not even think about shooting if switching
885         if(self.switchweapon != self.weapon)
886                 return FALSE;
887
888         // don't fire if previous attack is not finished
889         if(attacktime >= 0)
890                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
891                         return FALSE;
892         // don't fire while changing weapon
893         if (self.weaponentity.state != WS_READY)
894                 return FALSE;
895         self.weaponentity.state = WS_INUSE;
896
897         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
898
899         // if the weapon hasn't been firing continuously, reset the timer
900         if(attacktime >= 0)
901         {
902                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
903                 {
904                         ATTACK_FINISHED(self) = time;
905                         //dprint("resetting attack finished to ", ftos(time), "\n");
906                 }
907                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
908         }
909         self.bulletcounter += 1;
910         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
911         return TRUE;
912 };
913
914 void weapon_thinkf(float fr, float t, void() func)
915 {
916         vector a;
917         vector of, or, ou;
918         float restartanim;
919
920         if(fr == WFRAME_DONTCHANGE)
921         {
922                 fr = self.weaponentity.wframe;
923                 restartanim = FALSE;
924         }
925         else if (fr == WFRAME_IDLE)
926                 restartanim = FALSE;
927         else
928                 restartanim = TRUE;
929
930         of = v_forward;
931         or = v_right;
932         ou = v_up;
933
934         if (self.weaponentity)
935         {
936                 self.weaponentity.wframe = fr;
937                 if (qcweaponanimation)
938                 {
939                         if (fr != WFRAME_IDLE)
940                         {
941                                 self.weapon_morph0time = time;
942                                 self.weapon_morph0angles = self.weaponentity.angles;
943                                 self.weapon_morph0origin = self.weaponentity.origin;
944
945                                 self.weapon_morph1angles = '0 0 0';
946                                 self.weapon_morph1time = time + t;
947                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
948                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
949
950                                 self.weapon_morph2angles = '0 0 0';
951                                 self.weapon_morph2time = time + t;
952                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
953                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
954
955                                 self.weapon_morph3angles = '0 0 0';
956                                 self.weapon_morph3time = time + t;
957                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
958                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
959
960                                 self.weapon_morph4angles = '0 0 0';
961                                 self.weapon_morph4time = time + t;
962                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
963                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
964
965                                 if (fr == WFRAME_FIRE1)
966                                 {
967                                         self.weapon_morph1angles = '5 0 0';
968                                         self.weapon_morph1time = time + t * 0.1;
969                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
970                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
971                                         self.weapon_morph4time = time + t + 1; // delay idle effect
972                                 }
973                                 else if (fr == WFRAME_FIRE2)
974                                 {
975                                         self.weapon_morph1angles = '10 0 0';
976                                         self.weapon_morph1time = time + t * 0.1;
977                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
978                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
979                                         self.weapon_morph4time = time + t + 1; // delay idle effect
980                                 }
981                                 else if (fr == WFRAME_RELOAD)
982                                 {
983                                         self.weapon_morph1time = time + t * 0.05;
984                                         self.weapon_morph1angles = '-10 40 0';
985                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
986                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
987
988                                         self.weapon_morph2time = time + t * 0.15;
989                                         self.weapon_morph2angles = '-10 40 5';
990                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
991                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
992                 
993                                         self.weapon_morph3time = time + t * 0.25;
994                                         self.weapon_morph3angles = '-10 40 0';
995                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
996                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
997                                 }
998                         }
999                 }
1000                 else
1001                 {
1002                         if (fr == WFRAME_IDLE)
1003                                 a = self.weaponentity.anim_idle;
1004                         else if (fr == WFRAME_FIRE1)
1005                                 a = self.weaponentity.anim_fire1;
1006                         else if (fr == WFRAME_FIRE2)
1007                                 a = self.weaponentity.anim_fire2;
1008                         else if (fr == WFRAME_RELOAD)
1009                                 a = self.weaponentity.anim_reload;
1010                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1011                 }
1012
1013                 if(restartanim)
1014                 {
1015                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
1016                 }
1017         }
1018
1019         v_forward = of;
1020         v_right = or;
1021         v_up = ou;
1022
1023         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1024         {
1025                 backtrace("Tried to override initial weapon think function - should this really happen?");
1026         }
1027
1028         if(g_runematch)
1029         {
1030                 if(self.runes & RUNE_SPEED)
1031                 {
1032                         if(self.runes & CURSE_SLOW)
1033                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
1034                         else
1035                                 t = t * cvar("g_balance_rune_speed_atkrate");
1036                 }
1037                 else if(self.runes & CURSE_SLOW)
1038                 {
1039                         t = t * cvar("g_balance_curse_slow_atkrate");
1040                 }
1041         }
1042
1043         // VorteX: haste can be added here
1044         if (self.weapon_think == w_ready)
1045         {
1046                 self.weapon_nextthink = time;
1047                 //dprint("started firing at ", ftos(time), "\n");
1048         }
1049         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1050         {
1051                 self.weapon_nextthink = time;
1052                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1053         }
1054         self.weapon_nextthink = self.weapon_nextthink + t;
1055         self.weapon_think = func;
1056         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1057
1058         if (restartanim)
1059         if (t)
1060         if (!self.crouch) // shoot anim stands up, this looks bad
1061         {
1062                 local vector anim;
1063                 anim = self.anim_shoot;
1064                 anim_z = anim_y / t;
1065                 setanim(self, anim, FALSE, TRUE, TRUE);
1066         }
1067 };
1068
1069 void weapon_boblayer1(float spd, vector org)
1070 {
1071         // VorteX: haste can be added here
1072 };
1073
1074 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1075 {
1076         vector mdirection;
1077         float mspeed;
1078         float outspeed;
1079         float nstyle;
1080         vector outvelocity;
1081
1082         mdirection = normalize(mvelocity);
1083         mspeed = vlen(mvelocity);
1084
1085         nstyle = cvar("g_projectiles_newton_style");
1086         if(nstyle == 0)
1087         {
1088                 // absolute velocity
1089                 outvelocity = mvelocity;
1090         }
1091         else if(nstyle == 1)
1092         {
1093                 // true Newtonian projectiles
1094                 outvelocity = pvelocity + mvelocity;
1095         }
1096         else if(nstyle == 2)
1097         {
1098                 // true Newtonian projectiles with automatic aim adjustment
1099                 //
1100                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1101                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1102                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1103                 // PLUS SIGN!
1104                 // not defined?
1105                 // then...
1106                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1107                 // velocity without mdirection component > mspeed
1108                 // fire at smallest possible mspeed that works?
1109                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1110
1111                 vector solution;
1112                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1113                 if(solution_z)
1114                         outspeed = solution_y; // the larger one
1115                 else
1116                 {
1117                         //outspeed = 0; // slowest possible shot
1118                         outspeed = solution_x; // the real part (that is, the average!)
1119                         //dprint("impossible shot, adjusting\n");
1120                 }
1121
1122                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1123                 outvelocity = mdirection * outspeed;
1124         }
1125         else if(nstyle == 3)
1126         {
1127                 // pseudo-Newtonian:
1128                 outspeed = mspeed + mdirection * pvelocity;
1129                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1130                 outvelocity = mdirection * outspeed;
1131         }
1132         else if(nstyle == 4)
1133         {
1134                 // tZorkian:
1135                 outspeed = mspeed + vlen(pvelocity);
1136                 outvelocity = mdirection * outspeed;
1137         }
1138         else
1139                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1140
1141         return outvelocity;
1142 }
1143
1144 void W_SetupProjectileVelocity(entity missile)
1145 {
1146         if(missile.owner == world)
1147                 error("Unowned missile");
1148
1149         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1150 }
1151
1152 void W_AttachToShotorg(entity flash, vector offset)
1153 {
1154         entity xflash;
1155         flash.owner = self;
1156         flash.angles_z = random() * 360;
1157         if(qcweaponanimation)
1158         {
1159                 setorigin(flash, w_shotorg + w_shotdir * 50);
1160                 flash.angles = vectoangles(w_shotdir);
1161                 flash.angles_z = random() * 360;
1162         }
1163         else
1164         {
1165                 setattachment(flash, self.weaponentity, "shot");
1166                 setorigin(flash, offset);
1167
1168                 xflash = spawn();
1169                 copyentity(flash, xflash);
1170
1171                 flash.viewmodelforclient = self;
1172
1173                 if(self.weaponentity.oldorigin_x > 0)
1174                 {
1175                         setattachment(xflash, self.exteriorweaponentity, "");
1176                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1177                 }
1178                 else
1179                 {
1180                         setattachment(xflash, self.exteriorweaponentity, "shot");
1181                 }
1182         }
1183 }