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tiny cleanup for the shot origin stuff
[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, vector vecs, 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         oldsolid = self.dphitcontentsmask;
40         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
41         traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
42         trueaimpoint = trace_endpos;
43
44         if(ent.weaponentity.movedir_x > 0)
45         {
46                 vecs = ent.weaponentity.movedir;
47                 vecs_y = -vecs_y;
48         }
49         else if (cvar("g_shootfromeye"))
50                 vecs_y = vecs_z = 0;
51         else if (cvar("g_shootfromcenter"))
52                 vecs_y = 0;
53
54         if(debug_shotorg != '0 0 0')
55                 vecs = debug_shotorg;
56         
57         w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
58
59         // now move the shotorg forward as much as requested if possible
60         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
61         w_shotorg = trace_endpos - v_forward * nudge;
62         // calculate the shotdir from the chosen shotorg
63         w_shotdir = normalize(trueaimpoint - w_shotorg);
64
65 #if 0
66         // explanation of g_antilag:
67         // if client reports it was aiming at a player, and the serverside trace
68         // says it would miss, change the aim point to the player's new origin,
69         // but only if the shot at the player's new origin would hit of course
70         //
71         // FIXME: a much better method for bullet weapons would be to leave a
72         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
73         // ghost corresponding to this player's ping time, and if so it would do
74         // damage to the real player
75         if (antilag)
76         if (self.cursor_trace_ent)                 // client was aiming at someone
77         if (self.cursor_trace_ent != self)         // just to make sure
78         if (self.cursor_trace_ent.takedamage)      // and that person is killable
79         if (self.cursor_trace_ent.classname == "player") // and actually a player
80         if (cvar("g_antilag") == 1)
81         {
82                 // verify that the shot would miss without antilag
83                 // (avoids an issue where guns would always shoot at their origin)
84                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
85                 if (!trace_ent.takedamage)
86                 {
87                         // verify that the shot would hit if altered
88                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
89                         if (trace_ent == self.cursor_trace_ent)
90                         {
91                                 // verify that the shot would hit in the past
92                                 if(self.antilag_debug)
93                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
94                                 else
95                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
96
97                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
98                                 antilag_restore(self.cursor_trace_ent);
99
100                                 if(trace_ent == self.cursor_trace_ent)
101                                 {
102                                         // HIT!
103                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
104                                         dprint("ANTILAG HIT for ", self.netname, "\n");
105                                 }
106                                 else
107                                 {
108                                         // prydon cursor aimbot or odd network conditions
109                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
110                                 }
111
112                                 if(cvar("developer") >= 2)
113                                 {
114                                         vector v, vplus, vel;
115                                         float X;
116                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
117                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
118                                         vel = (vplus - v) * (1 / 0.01);
119                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
120                                         v     -= (self.origin + self.view_ofs);
121                                         // solve: v + X * vel = closest to v_forward axis
122                                         // project into 2D by subtracting v_forward components:
123                                         v   -= (v   * v_forward) * v_forward;
124                                         vel -= (vel * v_forward) * v_forward;
125                                         // solve: v + X * vel = closest to origin
126                                         // (v + X * vel)^2 closest to 0
127                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
128                                         X = -(v * vel) / (vel * vel);
129                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
130                                 }
131                         }
132                 }
133         }
134 #else
135         if (antilag)
136         {
137                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
138                 {
139                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
140                         if (!trace_ent.takedamage)
141                         {
142                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
143                                 if (trace_ent.takedamage && trace_ent.classname == "player")
144                                 {
145                                         entity e;
146                                         e = trace_ent;
147                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
148                                         if(trace_ent == e)
149                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
150                                 }
151                         }
152                 }
153                 else if(cvar("g_antilag") == 3) // client side hitscan
154                 {
155                         if (self.cursor_trace_ent)                 // client was aiming at someone
156                         if (self.cursor_trace_ent != self)         // just to make sure
157                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
158                         if (self.cursor_trace_ent.classname == "player") // and actually a player
159                         {
160                                 // verify that the shot would miss without antilag
161                                 // (avoids an issue where guns would always shoot at their origin)
162                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
163                                 if (!trace_ent.takedamage)
164                                 {
165                                         // verify that the shot would hit if altered
166                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
167                                         if (trace_ent == self.cursor_trace_ent)
168                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
169                                         else
170                                                 print("antilag fail\n");
171                                 }
172                         }
173                 }
174         }
175 #endif
176
177         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
178
179         if (!g_norecoil)
180                 self.punchangle_x = recoil * -1;
181
182         if (snd != "")
183         {
184                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
185         }
186
187         if (self.items & IT_STRENGTH)
188         if (!g_minstagib)
189                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
190 };
191
192 void LaserTarget_Think()
193 {
194         entity e;
195         vector offset;
196         float uselaser;
197         uselaser = 0;
198
199         // list of weapons that will use the laser, and the options that enable it
200         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
201                 uselaser = 1;
202         // example
203         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
204         //      uselaser = 1;
205
206
207
208         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
209         if(!uselaser)
210         {
211                 // rocket launcher isn't selected, so no laser target.
212                 if(self.lasertarget != world)
213                 {
214                         remove(self.lasertarget);
215                         self.lasertarget = world;
216                 }
217                 return;
218         }
219
220         if(!self.lasertarget)
221         {
222                 // we don't have a lasertarget entity, so spawn one
223                 //bprint("create laser target\n");
224                 e = self.lasertarget = spawn();
225                 e.owner = self.owner;                   // Its owner is my owner
226                 e.classname = "laser_target";
227                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
228                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
229                 e.scale = 1.25;                         // make it larger
230                 e.alpha = 0.25;                         // transparency
231                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
232                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
233                 // make it dynamically glow
234                 // you should avoid over-using this, as it can slow down the player's computer.
235                 e.glow_color = 251; // red color
236                 e.glow_size = 12;
237         }
238         else
239                 e = self.lasertarget;
240
241         // move the laser dot to where the player is looking
242
243         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
244         offset = '0 0 26' + v_right*3;
245         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
246         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
247         if(trace_plane_normal != '0 0 0')
248                 e.angles = vectoangles(trace_plane_normal);
249         else
250                 e.angles = vectoangles(v_forward);
251 }
252
253 float CL_Weaponentity_CustomizeEntityForClient()
254 {
255         self.viewmodelforclient = self.owner;
256         if(other.classname == "spectator")
257                 if(other.enemy == self.owner)
258                         self.viewmodelforclient = other;
259         return TRUE;
260 }
261
262 float qcweaponanimation;
263 vector weapon_offset = '0 -10 0';
264 vector weapon_adjust = '10 0 -15';
265 .vector weapon_morph0origin;
266 .vector weapon_morph0angles;
267 .float  weapon_morph0time;
268 .vector weapon_morph1origin;
269 .vector weapon_morph1angles;
270 .float  weapon_morph1time;
271 .vector weapon_morph2origin;
272 .vector weapon_morph2angles;
273 .float  weapon_morph2time;
274 .vector weapon_morph3origin;
275 .vector weapon_morph3angles;
276 .float  weapon_morph3time;
277 .vector weapon_morph4origin;
278 .vector weapon_morph4angles;
279 .float  weapon_morph4time;
280 .string weaponname;
281 #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)
282
283 void CL_Weaponentity_Think()
284 {
285         float tb;
286         self.nextthink = time;
287         if (intermission_running)
288                 self.frame = self.anim_idle_x;
289         if (self.owner.weaponentity != self)
290         {
291                 if (self.weaponentity)
292                         remove(self.weaponentity);
293                 remove(self);
294                 return;
295         }
296         if (self.owner.deadflag != DEAD_NO)
297         {
298                 self.model = "";
299                 if (self.weaponentity)
300                         self.weaponentity.model = "";
301                 return;
302         }
303         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
304         {
305                 self.cnt = self.owner.weapon;
306                 self.dmg = self.owner.modelindex;
307                 self.deadflag = self.owner.deadflag;
308
309                 string animfilename;
310                 float animfile;
311                 float modelfile;
312                 if (self.owner.weaponname != "")
313                 {
314                         // if there is a child entity, hide it until we're sure we use it
315                         if (self.weaponentity)
316                                 self.weaponentity.model = "";
317                         if (qcweaponanimation)
318                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
319                         else
320                         {
321                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".zym");
322                                 modelfile = fopen(animfilename, FILE_READ);
323                                 if (modelfile >= 0)
324                                 {
325                                         fclose(modelfile);
326                                         self.anim_fire1  = '0 1 0.01';
327                                         self.anim_fire2  = '1 1 0.01';
328                                         self.anim_idle   = '2 1 0.01';
329                                         self.anim_reload = '3 1 0.01';
330                                         if (!self.weaponentity)
331                                                 self.weaponentity = spawn();
332                                         setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".zym")); // precision set below
333                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
334                                         setattachment(self.weaponentity, self, "weapon");
335                                 }
336                                 else
337                                 {
338                                         animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
339                                         animfile = fopen(animfilename, FILE_READ);
340                                         if (animfile >= 0)
341                                         {
342                                                 if (!self.weaponentity)
343                                                         self.weaponentity = spawn();
344                                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
345                                                 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
346                                                 setattachment(self.weaponentity, self, "weapon");
347                                         }
348                                         else
349                                         {
350                                                 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
351                                                 animfile = fopen(animfilename, FILE_READ);
352                                                 if (animfile >= 0)
353                                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
354                                         }
355                                         if (animfile >= 0)
356                                         {
357                                                 animparseerror = FALSE;
358                                                 self.anim_fire1  = animparseline(animfile);
359                                                 self.anim_fire2  = animparseline(animfile);
360                                                 self.anim_idle   = animparseline(animfile);
361                                                 self.anim_reload = animparseline(animfile);
362                                                 fclose(animfile);
363                                                 if (animparseerror)
364                                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
365                                         }
366                                         else
367                                         {
368                                                 self.anim_fire1  = '0 1 0.01';
369                                                 self.anim_fire2  = '1 1 0.01';
370                                                 self.anim_idle   = '2 1 0.01';
371                                                 self.anim_reload = '3 1 0.01';
372                                                 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
373                                         }
374                                 }
375                         }
376                 }
377                 else
378                         self.model = "";
379
380                 if(qcweaponanimation)
381                 {
382                         self.angles = '0 0 0';
383                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
384                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
385                         self.movedir_x += 30;
386                 }
387                 else
388                 {
389                         float idx;
390                         idx = gettagindex(self, "shot");
391                         if(!idx)
392                         {
393                                 print("WARNING: the weapon ", self.model, " does not support the correct shot origin tag.\n");
394                                 idx = gettagindex(self, "bone02");
395                         }
396                         if(idx)
397                         {
398                                 self.origin = '0 0 0';
399                                 self.angles = '0 0 0';
400                                 self.frame = 0;
401                                 self.viewmodelforclient = world;
402                                 self.movedir = gettaginfo(self, idx);
403                                 self.viewmodelforclient = self.owner;
404                         }
405                         else
406                                 self.movedir = '0 0 0';
407                 }
408
409                 self.view_ofs = '0 0 0';
410
411                 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
412                 if(self.movedir_x >= 0)
413                 {
414                         self.view_ofs_y = -self.movedir_y;
415                         self.movedir += self.view_ofs;
416                 }
417
418                 if(cvar("g_shootfromeye"))
419                 {
420                         self.movedir_z = 0;
421                 }
422
423                 // check if an instant weapon switch occurred
424                 if (qcweaponanimation)
425                 {
426                         if (self.state == WS_READY)
427                         {
428                                 self.angles = '0 0 0';
429                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
430                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
431                         }
432                 }
433                 else
434                         setorigin(self, self.view_ofs);
435                 // reset animstate now
436                 self.wframe = WFRAME_IDLE;
437                 self.weapon_morph0time = 0;
438                 self.weapon_morph1time = 0;
439                 self.weapon_morph2time = 0;
440                 self.weapon_morph3time = 0;
441                 self.weapon_morph4time = 0;
442                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
443         }
444
445         tb = (self.effects & EF_TELEPORT_BIT);
446         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
447         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
448         self.effects &~= EF_TELEPORT_BIT;
449         self.effects |= tb;
450
451         if(self.owner.alpha != 0)
452                 self.alpha = self.owner.alpha;
453         else
454                 self.alpha = 1;
455         
456         self.colormap = self.owner.colormap;
457         if (self.weaponentity)
458         {
459                 self.weaponentity.effects = self.effects & EF_ADDITIVE;
460                 self.weaponentity.alpha = self.alpha;
461                 self.weaponentity.colormap = self.colormap;
462         }
463
464         self.angles = '0 0 0';
465         local float f;
466         f = 0;
467         if (self.state == WS_RAISE)
468         {
469                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
470                 self.angles_x = -90 * f * f;
471                 if (qcweaponanimation)
472                 {
473                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
474                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
475                 }
476         }
477         else if (self.state == WS_DROP)
478         {
479                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
480                 self.angles_x = -90 * f * f;
481                 if (qcweaponanimation)
482                 {
483                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
484                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
485                 }
486         }
487         else if (self.state == WS_CLEAR)
488         {
489                 f = 1;
490                 self.angles_x = -90 * f * f;
491                 if (qcweaponanimation)
492                 {
493                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
494                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
495                 }
496         }
497         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
498         {
499                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
500                 f = 1 - pow(1 - f, 3);
501                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
502                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
503         }
504         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
505         {
506                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
507                 f = 1 - pow(1 - f, 3);
508                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
509                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
510         }
511         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
512         {
513                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
514                 f = 1 - pow(1 - f, 3);
515                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
516                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
517         }
518         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
519         {
520                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
521                 f = 1 - pow(1 - f, 3);
522                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
523                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
524         }
525         else if (qcweaponanimation)
526         {
527                 // begin a new idle morph
528                 self.owner.weapon_morph0time   = time;
529                 self.owner.weapon_morph0angles = self.angles;
530                 self.owner.weapon_morph0origin = self.origin;
531
532                 float r;
533                 float t;
534
535                 r = random();
536                 if (r < 0.1)
537                 {
538                         // turn gun to the left to look at it
539                         t = 2;
540                         self.owner.weapon_morph1time   = time + t * 0.2;
541                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
542                         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');
543                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
544
545                         self.owner.weapon_morph2time   = time + t * 0.6;
546                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
547                         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');
548                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
549
550                         self.owner.weapon_morph3time   = time + t;
551                         self.owner.weapon_morph3angles = '0 0 0';
552                         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');
553                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
554                 }
555                 else if (r < 0.2)
556                 {
557                         // raise the gun a bit
558                         t = 2;
559                         self.owner.weapon_morph1time   = time + t * 0.2;
560                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
561                         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');
562                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
563
564                         self.owner.weapon_morph2time   = time + t * 0.5;
565                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
566                         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');
567                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
568
569                         self.owner.weapon_morph3time   = time + t;
570                         self.owner.weapon_morph3angles = '0 0 0';
571                         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');
572                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
573                 }
574                 else if (r < 0.3)
575                 {
576                         // tweak it a bit
577                         t = 5;
578                         self.owner.weapon_morph1time   = time + t * 0.3;
579                         self.owner.weapon_morph1angles = randomvec() * 6;
580                         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');
581                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
582
583                         self.owner.weapon_morph2time   = time + t * 0.7;
584                         self.owner.weapon_morph2angles = randomvec() * 6;
585                         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');
586                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
587
588                         self.owner.weapon_morph3time   = time + t;
589                         self.owner.weapon_morph3angles = '0 0 0';
590                         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');
591                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
592                 }
593                 else
594                 {
595                         // hold it mostly steady
596                         t = random() * 6 + 4;
597                         self.owner.weapon_morph1time   = time + t * 0.2;
598                         self.owner.weapon_morph1angles = randomvec() * 1;
599                         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');
600                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
601
602                         self.owner.weapon_morph2time   = time + t * 0.5;
603                         self.owner.weapon_morph2angles = randomvec() * 1;
604                         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');
605                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
606
607                         self.owner.weapon_morph3time   = time + t * 0.7;
608                         self.owner.weapon_morph3angles = randomvec() * 1;
609                         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');
610                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
611                 }
612
613                 self.owner.weapon_morph4time   = time + t;
614                 self.owner.weapon_morph4angles = '0 0 0';
615                 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');
616                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
617
618         }
619
620         // create or update the lasertarget entity
621         LaserTarget_Think();
622 };
623
624 void CL_ExteriorWeaponentity_Think()
625 {
626         float tag_found;
627         self.nextthink = time;
628         if (self.owner.exteriorweaponentity != self)
629         {
630                 remove(self);
631                 return;
632         }
633         if (self.owner.deadflag != DEAD_NO)
634         {
635                 self.model = "";
636                 return;
637         }
638         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
639         {
640                 self.cnt = self.owner.weapon;
641                 self.dmg = self.owner.modelindex;
642                 self.deadflag = self.owner.deadflag;
643                 if (self.owner.weaponname != "")
644                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
645                 else
646                         self.model = "";
647
648                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
649                 {
650                         self.tag_index = tag_found;
651                         self.tag_entity = self.owner;
652                 }
653                 else
654                         setattachment(self, self.owner, "bip01 r hand");
655
656                 // if that didn't find a tag, hide the exterior weapon model
657                 if (!self.tag_index)
658                         self.model = "";
659         }
660         self.effects = self.owner.effects | EF_LOWPRECISION;
661         self.effects = self.effects & EFMASK_CHEAP; // eat performance
662         if(self.owner.alpha != 0)
663                 self.alpha = self.owner.alpha;
664         else
665                 self.alpha = 1;
666         
667         self.colormap = self.owner.colormap;
668 };
669
670 // spawning weaponentity for client
671 void CL_SpawnWeaponentity()
672 {
673         self.weaponentity = spawn();
674         self.weaponentity.classname = "weaponentity";
675         self.weaponentity.solid = SOLID_NOT;
676         self.weaponentity.owner = self;
677         setmodel(self.weaponentity, ""); // precision set when changed
678         self.weaponentity.origin = '0 0 0';
679         self.weaponentity.angles = '0 0 0';
680         self.weaponentity.viewmodelforclient = self;
681         self.weaponentity.flags = 0;
682         self.weaponentity.think = CL_Weaponentity_Think;
683         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
684         self.weaponentity.nextthink = time;
685
686         self.exteriorweaponentity = spawn();
687         self.exteriorweaponentity.classname = "exteriorweaponentity";
688         self.exteriorweaponentity.solid = SOLID_NOT;
689         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
690         self.exteriorweaponentity.owner = self;
691         self.exteriorweaponentity.origin = '0 0 0';
692         self.exteriorweaponentity.angles = '0 0 0';
693         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
694         self.exteriorweaponentity.nextthink = time;
695 };
696
697 .float hasweapon_complain_spam;
698
699 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
700 {
701         local float weaponbit, f;
702         local entity oldself;
703
704         if(time < self.hasweapon_complain_spam)
705                 complain = 0;
706         if(complain)
707                 self.hasweapon_complain_spam = time + 0.2;
708
709         if (wpn < WEP_FIRST || wpn > WEP_LAST)
710         {
711                 if (complain)
712                         sprint(self, "Invalid weapon\n");
713                 return FALSE;
714         }
715         weaponbit = W_WeaponBit(wpn);
716         if (cl.weapons & weaponbit)
717         {
718                 if (andammo)
719                 {
720                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
721                         {
722                                 f = 1;
723                         }
724                         else
725                         {
726                                 oldself = self;
727                                 self = cl;
728                                 f = weapon_action(wpn, WR_CHECKAMMO1);
729                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
730                                 self = oldself;
731                         }
732                         if (!f)
733                         {
734                                 if (complain)
735                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
736                                 return FALSE;
737                         }
738                 }
739                 return TRUE;
740         }
741         if (complain)
742         {
743                 // DRESK - 3/16/07
744                 // Report Proper Weapon Status / Modified Weapon Ownership Message
745                 if(weaponsInMap & weaponbit)
746                 {
747                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
748
749                         if(cvar("g_showweaponspawns"))
750                         {
751                                 entity e;
752                                 string s;
753
754                                 e = get_weaponinfo(wpn);
755                                 s = e.model2;
756
757                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
758                                 {
759                                         if(e.classname == "droppedweapon")
760                                                 continue;
761                                         if not(e.flags & FL_ITEM)
762                                                 continue;
763                                         WaypointSprite_Spawn(
764                                                 s,
765                                                 1, 0,
766                                                 world, e.origin,
767                                                 self, 0,
768                                                 world, enemy,
769                                                 0
770                                         );
771                                 }
772                         }
773                 }
774                 else
775                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
776         }
777         return FALSE;
778 };
779
780 // Weapon subs
781 void w_clear()
782 {
783         if (self.weapon != -1)
784                 self.weapon = 0;
785         if (self.weaponentity)
786         {
787                 self.weaponentity.state = WS_CLEAR;
788                 self.weaponentity.effects = 0;
789         }
790 };
791
792 void w_ready()
793 {
794         if (self.weaponentity)
795                 self.weaponentity.state = WS_READY;
796         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
797 };
798
799 // Setup weapon for client (after this raise frame will be launched)
800 void weapon_setup(float windex)
801 {
802         entity e;
803         qcweaponanimation = cvar("sv_qcweaponanimation");
804         e = get_weaponinfo(windex);
805         self.items &~= IT_AMMO;
806         self.items = self.items | e.items;
807
808         // the two weapon entities will notice this has changed and update their models
809         self.weapon = windex;
810         self.weaponname = e.mdl;
811         self.bulletcounter = 0;
812 };
813
814 // perform weapon to attack (weaponstate and attack_finished check is here)
815 .float race_penalty;
816 float weapon_prepareattack(float secondary, float attacktime)
817 {
818         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
819         //if all players readied up and the countdown is running
820         if (cvar("sv_ready_restart_after_countdown"))
821                 if(time < game_starttime || time < self.race_penalty) {
822                         return FALSE;
823                 }
824         
825         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
826         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
827         {
828                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
829                 return FALSE;
830         }
831
832         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
833                 return FALSE;
834
835         // do not even think about shooting if switching
836         if(self.switchweapon != self.weapon)
837                 return FALSE;
838
839         // don't fire if previous attack is not finished
840         if(attacktime >= 0)
841                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
842                         return FALSE;
843         // don't fire while changing weapon
844         if (self.weaponentity.state != WS_READY)
845                 return FALSE;
846         self.weaponentity.state = WS_INUSE;
847
848         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
849
850         // if the weapon hasn't been firing continuously, reset the timer
851         if(attacktime >= 0)
852         {
853                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
854                 {
855                         ATTACK_FINISHED(self) = time;
856                         //dprint("resetting attack finished to ", ftos(time), "\n");
857                 }
858                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
859         }
860         self.bulletcounter += 1;
861         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
862         return TRUE;
863 };
864
865 void weapon_thinkf(float fr, float t, void() func)
866 {
867         vector a;
868         vector of, or, ou;
869         float restartanim;
870
871         if(fr == WFRAME_DONTCHANGE)
872         {
873                 fr = self.weaponentity.wframe;
874                 restartanim = FALSE;
875         }
876         else if (fr == WFRAME_IDLE)
877                 restartanim = FALSE;
878         else
879                 restartanim = TRUE;
880
881         of = v_forward;
882         or = v_right;
883         ou = v_up;
884
885         if (self.weaponentity)
886         {
887                 self.weaponentity.wframe = fr;
888                 if (qcweaponanimation)
889                 {
890                         if (fr != WFRAME_IDLE)
891                         {
892                                 self.weapon_morph0time = time;
893                                 self.weapon_morph0angles = self.weaponentity.angles;
894                                 self.weapon_morph0origin = self.weaponentity.origin;
895
896                                 self.weapon_morph1angles = '0 0 0';
897                                 self.weapon_morph1time = time + t;
898                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
899                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
900
901                                 self.weapon_morph2angles = '0 0 0';
902                                 self.weapon_morph2time = time + t;
903                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
904                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
905
906                                 self.weapon_morph3angles = '0 0 0';
907                                 self.weapon_morph3time = time + t;
908                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
909                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
910
911                                 self.weapon_morph4angles = '0 0 0';
912                                 self.weapon_morph4time = time + t;
913                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
914                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
915
916                                 if (fr == WFRAME_FIRE1)
917                                 {
918                                         self.weapon_morph1angles = '5 0 0';
919                                         self.weapon_morph1time = time + t * 0.1;
920                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
921                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
922                                         self.weapon_morph4time = time + t + 1; // delay idle effect
923                                 }
924                                 else if (fr == WFRAME_FIRE2)
925                                 {
926                                         self.weapon_morph1angles = '10 0 0';
927                                         self.weapon_morph1time = time + t * 0.1;
928                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
929                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
930                                         self.weapon_morph4time = time + t + 1; // delay idle effect
931                                 }
932                                 else if (fr == WFRAME_RELOAD)
933                                 {
934                                         self.weapon_morph1time = time + t * 0.05;
935                                         self.weapon_morph1angles = '-10 40 0';
936                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
937                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
938
939                                         self.weapon_morph2time = time + t * 0.15;
940                                         self.weapon_morph2angles = '-10 40 5';
941                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
942                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
943                 
944                                         self.weapon_morph3time = time + t * 0.25;
945                                         self.weapon_morph3angles = '-10 40 0';
946                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
947                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
948                                 }
949                         }
950                 }
951                 else
952                 {
953                         if (fr == WFRAME_IDLE)
954                                 a = self.weaponentity.anim_idle;
955                         else if (fr == WFRAME_FIRE1)
956                                 a = self.weaponentity.anim_fire1;
957                         else if (fr == WFRAME_FIRE2)
958                                 a = self.weaponentity.anim_fire2;
959                         else if (fr == WFRAME_RELOAD)
960                                 a = self.weaponentity.anim_reload;
961                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
962                 }
963
964                 if(restartanim)
965                 {
966                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
967                 }
968         }
969
970         v_forward = of;
971         v_right = or;
972         v_up = ou;
973
974         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
975         {
976                 backtrace("Tried to override initial weapon think function - should this really happen?");
977         }
978
979         if(g_runematch)
980         {
981                 if(self.runes & RUNE_SPEED)
982                 {
983                         if(self.runes & CURSE_SLOW)
984                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
985                         else
986                                 t = t * cvar("g_balance_rune_speed_atkrate");
987                 }
988                 else if(self.runes & CURSE_SLOW)
989                 {
990                         t = t * cvar("g_balance_curse_slow_atkrate");
991                 }
992         }
993
994         // VorteX: haste can be added here
995         if (self.weapon_think == w_ready)
996         {
997                 self.weapon_nextthink = time;
998                 //dprint("started firing at ", ftos(time), "\n");
999         }
1000         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1001         {
1002                 self.weapon_nextthink = time;
1003                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1004         }
1005         self.weapon_nextthink = self.weapon_nextthink + t;
1006         self.weapon_think = func;
1007         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1008
1009         if (restartanim)
1010         if (t)
1011         if (!self.crouch) // shoot anim stands up, this looks bad
1012         {
1013                 local vector anim;
1014                 anim = self.anim_shoot;
1015                 anim_z = anim_y / t;
1016                 setanim(self, anim, FALSE, TRUE, TRUE);
1017         }
1018 };
1019
1020 void weapon_boblayer1(float spd, vector org)
1021 {
1022         // VorteX: haste can be added here
1023 };
1024
1025 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1026 {
1027         vector mdirection;
1028         float mspeed;
1029         float outspeed;
1030         float nstyle;
1031         vector outvelocity;
1032
1033         mdirection = normalize(mvelocity);
1034         mspeed = vlen(mvelocity);
1035
1036         nstyle = cvar("g_projectiles_newton_style");
1037         if(nstyle == 0)
1038         {
1039                 // absolute velocity
1040                 outvelocity = mvelocity;
1041         }
1042         else if(nstyle == 1)
1043         {
1044                 // true Newtonian projectiles
1045                 outvelocity = pvelocity + mvelocity;
1046         }
1047         else if(nstyle == 2)
1048         {
1049                 // true Newtonian projectiles with automatic aim adjustment
1050                 //
1051                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1052                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1053                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1054                 // PLUS SIGN!
1055                 // not defined?
1056                 // then...
1057                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1058                 // velocity without mdirection component > mspeed
1059                 // fire at smallest possible mspeed that works?
1060                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1061
1062                 float D;
1063                 float p;
1064                 float q;
1065                 p = mdirection * pvelocity;
1066                 q = pvelocity * pvelocity - mspeed * mspeed;
1067                 D = p * p - q;
1068                 if(D < 0)
1069                 {
1070                         //dprint("impossible shot, adjusting\n");
1071                         D = 0;
1072                 }
1073                 outspeed = p + sqrt(D);
1074                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1075                 outvelocity = mdirection * outspeed;
1076         }
1077         else if(nstyle == 3)
1078         {
1079                 // pseudo-Newtonian:
1080                 outspeed = mspeed + mdirection * pvelocity;
1081                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1082                 outvelocity = mdirection * outspeed;
1083         }
1084         else if(nstyle == 4)
1085         {
1086                 // tZorkian:
1087                 outspeed = mspeed + vlen(pvelocity);
1088                 outvelocity = mdirection * outspeed;
1089         }
1090         else
1091                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1092
1093         return outvelocity;
1094 }
1095
1096 void W_SetupProjectileVelocity(entity missile)
1097 {
1098         if(missile.owner == world)
1099                 error("Unowned missile");
1100
1101         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1102 }