2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 void W_SwitchWeapon_Force(entity e, float w)
12 e.cnt = e.switchweapon;
18 // VorteX: static frame globals
19 float WFRAME_FIRE1 = 0;
20 float WFRAME_FIRE2 = 1;
21 float WFRAME_IDLE = 2;
22 float WFRAME_RELOAD = 3;
25 void(float fr, float t, void() func) weapon_thinkf;
30 // this function calculates w_shotorg and w_shotdir based on the weapon model
31 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
32 // make sure you call makevectors first (FIXME?)
33 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
35 float nudge = 1; // added to traceline target and subtracted from result
36 local vector trueaimpoint;
38 oldsolid = self.dphitcontentsmask;
39 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
40 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
41 trueaimpoint = trace_endpos;
43 if(debug_shotorg != '0 0 0')
46 if (cvar("g_shootfromeye"))
47 w_shotorg = ent.origin + ent.view_ofs;
48 else if (cvar("g_shootfromcenter"))
49 w_shotorg = ent.origin + ent.view_ofs + v_up * vecs_z;
51 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
52 // now move the shotorg forward as much as requested if possible
53 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
54 w_shotorg = trace_endpos - v_forward * nudge;
55 // calculate the shotdir from the chosen shotorg
56 w_shotdir = normalize(trueaimpoint - w_shotorg);
59 // explanation of g_antilag:
60 // if client reports it was aiming at a player, and the serverside trace
61 // says it would miss, change the aim point to the player's new origin,
62 // but only if the shot at the player's new origin would hit of course
64 // FIXME: a much better method for bullet weapons would be to leave a
65 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
66 // ghost corresponding to this player's ping time, and if so it would do
67 // damage to the real player
69 if (self.cursor_trace_ent) // client was aiming at someone
70 if (self.cursor_trace_ent != self) // just to make sure
71 if (self.cursor_trace_ent.takedamage) // and that person is killable
72 if (self.cursor_trace_ent.classname == "player") // and actually a player
73 if (cvar("g_antilag") == 1)
75 // verify that the shot would miss without antilag
76 // (avoids an issue where guns would always shoot at their origin)
77 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
78 if (!trace_ent.takedamage)
80 // verify that the shot would hit if altered
81 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
82 if (trace_ent == self.cursor_trace_ent)
84 // verify that the shot would hit in the past
85 if(self.antilag_debug)
86 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
88 antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
90 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
91 antilag_restore(self.cursor_trace_ent);
93 if(trace_ent == self.cursor_trace_ent)
96 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
97 dprint("ANTILAG HIT for ", self.netname, "\n");
101 // prydon cursor aimbot or odd network conditions
102 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
105 if(cvar("developer") >= 2)
107 vector v, vplus, vel;
109 v = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) ));
110 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
111 vel = (vplus - v) * (1 / 0.01);
112 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
113 v -= (self.origin + self.view_ofs);
114 // solve: v + X * vel = closest to v_forward axis
115 // project into 2D by subtracting v_forward components:
116 v -= (v * v_forward) * v_forward;
117 vel -= (vel * v_forward) * v_forward;
118 // solve: v + X * vel = closest to origin
119 // (v + X * vel)^2 closest to 0
120 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
121 X = -(v * vel) / (vel * vel);
122 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
130 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
132 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
133 if (!trace_ent.takedamage)
135 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
136 if (trace_ent.takedamage && trace_ent.classname == "player")
140 traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
142 w_shotdir = normalize(trace_ent.origin - w_shotorg);
146 else if(cvar("g_antilag") == 3) // client side hitscan
148 if (self.cursor_trace_ent) // client was aiming at someone
149 if (self.cursor_trace_ent != self) // just to make sure
150 if (self.cursor_trace_ent.takedamage) // and that person is killable
151 if (self.cursor_trace_ent.classname == "player") // and actually a player
153 // verify that the shot would miss without antilag
154 // (avoids an issue where guns would always shoot at their origin)
155 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
156 if (!trace_ent.takedamage)
158 // verify that the shot would hit if altered
159 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
160 if (trace_ent == self.cursor_trace_ent)
161 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
163 print("antilag fail\n");
170 self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
173 self.punchangle_x = recoil * -1;
177 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
180 if (self.items & IT_STRENGTH)
182 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
185 void LaserTarget_Think()
192 // list of weapons that will use the laser, and the options that enable it
193 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
196 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
201 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
204 // rocket launcher isn't selected, so no laser target.
205 if(self.lasertarget != world)
207 remove(self.lasertarget);
208 self.lasertarget = world;
213 if(!self.lasertarget)
215 // we don't have a lasertarget entity, so spawn one
216 //bprint("create laser target\n");
217 e = self.lasertarget = spawn();
218 e.owner = self.owner; // Its owner is my owner
219 e.classname = "laser_target";
220 e.movetype = MOVETYPE_NOCLIP; // don't touch things
221 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
222 e.scale = 1.25; // make it larger
223 e.alpha = 0.25; // transparency
224 e.colormod = '255 0 0' * (1/255) * 8; // change colors
225 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
226 // make it dynamically glow
227 // you should avoid over-using this, as it can slow down the player's computer.
228 e.glow_color = 251; // red color
232 e = self.lasertarget;
234 // move the laser dot to where the player is looking
236 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
237 offset = '0 0 26' + v_right*3;
238 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
239 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
240 if(trace_plane_normal != '0 0 0')
241 e.angles = vectoangles(trace_plane_normal);
243 e.angles = vectoangles(v_forward);
246 float CL_Weaponentity_CustomizeEntityForClient()
248 self.viewmodelforclient = self.owner;
249 if(other.classname == "spectator")
250 if(other.enemy == self.owner)
251 self.viewmodelforclient = other;
255 float qcweaponanimation;
256 vector weapon_offset = '0 -10 0';
257 vector weapon_adjust = '10 0 -15';
258 .vector weapon_morph0origin;
259 .vector weapon_morph0angles;
260 .float weapon_morph0time;
261 .vector weapon_morph1origin;
262 .vector weapon_morph1angles;
263 .float weapon_morph1time;
264 .vector weapon_morph2origin;
265 .vector weapon_morph2angles;
266 .float weapon_morph2time;
267 .vector weapon_morph3origin;
268 .vector weapon_morph3angles;
269 .float weapon_morph3time;
270 .vector weapon_morph4origin;
271 .vector weapon_morph4angles;
272 .float weapon_morph4time;
275 void CL_Weaponentity_Think()
278 self.nextthink = time;
279 if (intermission_running)
280 self.frame = self.anim_idle_x;
281 if (self.owner.weaponentity != self)
283 if (self.weaponentity)
284 remove(self.weaponentity);
288 if (self.owner.deadflag != DEAD_NO)
291 if (self.weaponentity)
292 self.weaponentity.model = "";
295 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
297 self.cnt = self.owner.weapon;
298 self.dmg = self.owner.modelindex;
299 self.deadflag = self.owner.deadflag;
303 if (self.owner.weaponname != "")
305 // if there is a child entity, hide it until we're sure we use it
306 if (self.weaponentity)
307 self.weaponentity.model = "";
308 if (qcweaponanimation)
309 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
312 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
313 animfile = fopen(animfilename, FILE_READ);
316 if (!self.weaponentity)
317 self.weaponentity = spawn();
318 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
319 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
320 setattachment(self.weaponentity, self, "weapon");
324 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
325 animfile = fopen(animfilename, FILE_READ);
327 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
331 animparseerror = FALSE;
332 self.anim_fire1 = animparseline(animfile);
333 self.anim_fire2 = animparseline(animfile);
334 self.anim_idle = animparseline(animfile);
335 self.anim_reload = animparseline(animfile);
338 print("Parse error in ", animfilename, ", some player animations are broken\n");
342 self.anim_fire1 = '0 1 10';
343 self.anim_fire2 = '1 1 10';
344 self.anim_idle = '2 1 10';
345 self.anim_reload = '3 1 10';
346 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
353 // reset animstate now
354 self.wframe = WFRAME_IDLE;
355 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
357 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
361 e.modelindex = self.modelindex;
364 idx = gettagindex(e, "shot");
366 idx = gettagindex(e, "bone02");
369 v = gettaginfo(e, idx);
370 setorigin(self, '0 -1 0' * v_y);
373 setorigin(self, '0 0 0');
377 setorigin(self, '0 0 0');
380 tb = (self.effects & EF_TELEPORT_BIT);
381 self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
382 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
383 self.effects &~= EF_TELEPORT_BIT;
386 if(self.owner.alpha != 0)
387 self.alpha = self.owner.alpha;
391 self.colormap = self.owner.colormap;
392 if (self.weaponentity)
394 self.weaponentity.effects = self.effects & EF_ADDITIVE;
395 self.weaponentity.alpha = self.alpha;
396 self.weaponentity.colormap = self.colormap;
399 self.angles = '0 0 0';
402 if (self.state == WS_RAISE)
404 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
405 self.angles_x = -90 * f * f;
406 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
407 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
409 else if (self.state == WS_DROP)
411 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
412 self.angles_x = -90 * f * f;
413 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
414 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
416 else if (self.state == WS_CLEAR)
419 self.angles_x = -90 * f * f;
420 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
421 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
423 else if (time < self.owner.weapon_morph1time)
425 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
426 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
427 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
429 else if (time < self.owner.weapon_morph2time)
431 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
432 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
433 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
435 else if (time < self.owner.weapon_morph3time)
437 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
438 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
439 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
441 else if (time < self.owner.weapon_morph4time)
443 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
444 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
445 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
447 else if (qcweaponanimation)
449 // begin a new idle morph
450 self.owner.weapon_morph0time = time;
451 self.owner.weapon_morph0angles = self.angles;
452 self.owner.weapon_morph0origin = self.origin;
460 // turn gun to the left to look at it
462 self.owner.weapon_morph1time = time + t * 0.2;
463 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
464 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
465 self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
467 self.owner.weapon_morph2time = time + t * 0.6;
468 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
469 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
470 self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
472 self.owner.weapon_morph3time = time + t;
473 self.owner.weapon_morph3angles = '0 0 0';
474 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
475 self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
479 // raise the gun a bit
481 self.owner.weapon_morph1time = time + t * 0.2;
482 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
483 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
484 self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
486 self.owner.weapon_morph2time = time + t * 0.5;
487 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
488 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
489 self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
491 self.owner.weapon_morph3time = time + t;
492 self.owner.weapon_morph3angles = '0 0 0';
493 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
494 self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
500 self.owner.weapon_morph1time = time + t * 0.3;
501 self.owner.weapon_morph1angles = randomvec() * 6;
502 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
503 self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
505 self.owner.weapon_morph2time = time + t * 0.7;
506 self.owner.weapon_morph2angles = randomvec() * 6;
507 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
508 self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
510 self.owner.weapon_morph3time = time + t;
511 self.owner.weapon_morph3angles = '0 0 0';
512 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
513 self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
517 // hold it mostly steady
518 t = random() * 6 + 4;
519 self.owner.weapon_morph1time = time + t * 0.2;
520 self.owner.weapon_morph1angles = randomvec() * 1;
521 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
522 self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
524 self.owner.weapon_morph2time = time + t * 0.5;
525 self.owner.weapon_morph2angles = randomvec() * 1;
526 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
527 self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
529 self.owner.weapon_morph3time = time + t * 0.7;
530 self.owner.weapon_morph3angles = randomvec() * 1;
531 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
532 self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
535 self.owner.weapon_morph4time = time + t;
536 self.owner.weapon_morph4angles = '0 0 0';
537 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
538 self.owner.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
542 // create or update the lasertarget entity
546 void CL_ExteriorWeaponentity_Think()
549 self.nextthink = time;
550 if (self.owner.exteriorweaponentity != self)
555 if (self.owner.deadflag != DEAD_NO)
560 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
562 self.cnt = self.owner.weapon;
563 self.dmg = self.owner.modelindex;
564 self.deadflag = self.owner.deadflag;
565 if (self.owner.weaponname != "")
566 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
570 if((tag_found = gettagindex(self.owner, "tag_weapon")))
572 self.tag_index = tag_found;
573 self.tag_entity = self.owner;
576 setattachment(self, self.owner, "bip01 r hand");
578 // if that didn't find a tag, hide the exterior weapon model
582 self.effects = self.owner.effects | EF_LOWPRECISION;
583 self.effects = self.effects & EFMASK_CHEAP; // eat performance
584 if(self.owner.alpha != 0)
585 self.alpha = self.owner.alpha;
589 self.colormap = self.owner.colormap;
592 // spawning weaponentity for client
593 void CL_SpawnWeaponentity()
595 self.weaponentity = spawn();
596 self.weaponentity.classname = "weaponentity";
597 self.weaponentity.solid = SOLID_NOT;
598 self.weaponentity.owner = self;
599 setmodel(self.weaponentity, ""); // precision set when changed
600 self.weaponentity.origin = '0 0 0';
601 self.weaponentity.angles = '0 0 0';
602 self.weaponentity.viewmodelforclient = self;
603 self.weaponentity.flags = 0;
604 self.weaponentity.think = CL_Weaponentity_Think;
605 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
606 self.weaponentity.nextthink = time;
608 self.exteriorweaponentity = spawn();
609 self.exteriorweaponentity.classname = "exteriorweaponentity";
610 self.exteriorweaponentity.solid = SOLID_NOT;
611 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
612 self.exteriorweaponentity.owner = self;
613 self.exteriorweaponentity.origin = '0 0 0';
614 self.exteriorweaponentity.angles = '0 0 0';
615 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
616 self.exteriorweaponentity.nextthink = time;
619 .float hasweapon_complain_spam;
621 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
623 local float weaponbit, f;
624 local entity oldself;
626 if(time < self.hasweapon_complain_spam)
629 self.hasweapon_complain_spam = time + 0.2;
631 if (wpn < WEP_FIRST || wpn > WEP_LAST)
634 sprint(self, "Invalid weapon\n");
637 weaponbit = W_WeaponBit(wpn);
638 if (cl.weapons & weaponbit)
642 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
650 f = weapon_action(wpn, WR_CHECKAMMO1);
651 f = f + weapon_action(wpn, WR_CHECKAMMO2);
657 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
666 // Report Proper Weapon Status / Modified Weapon Ownership Message
667 if(weaponsInMap & weaponbit)
669 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
671 if(cvar("g_showweaponspawns"))
676 e = get_weaponinfo(wpn);
679 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
681 if(e.classname == "droppedweapon")
683 if not(e.flags & FL_ITEM)
685 WaypointSprite_Spawn(
697 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
705 if (self.weapon != -1)
707 if (self.weaponentity)
709 self.weaponentity.state = WS_CLEAR;
710 self.weaponentity.effects = 0;
716 if (self.weaponentity)
717 self.weaponentity.state = WS_READY;
718 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
721 // Setup weapon for client (after this raise frame will be launched)
722 void weapon_setup(float windex)
725 qcweaponanimation = cvar("sv_qcweaponanimation");
726 e = get_weaponinfo(windex);
727 self.items &~= IT_AMMO;
728 self.items = self.items | e.items;
730 // the two weapon entities will notice this has changed and update their models
731 self.weapon = windex;
732 self.weaponname = e.mdl;
733 self.bulletcounter = 0;
736 // perform weapon to attack (weaponstate and attack_finished check is here)
738 float weapon_prepareattack(float secondary, float attacktime)
740 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
741 //if all players readied up and the countdown is running
742 if (cvar("sv_ready_restart_after_countdown"))
743 if(time < game_starttime || time < self.race_penalty) {
747 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
748 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
750 W_SwitchWeapon_Force(self, w_getbestweapon(self));
754 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
757 // do not even think about shooting if switching
758 if(self.switchweapon != self.weapon)
761 // don't fire if previous attack is not finished
763 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
765 // don't fire while changing weapon
766 if (self.weaponentity.state != WS_READY)
768 self.weaponentity.state = WS_INUSE;
770 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
772 // if the weapon hasn't been firing continuously, reset the timer
775 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
777 ATTACK_FINISHED(self) = time;
778 //dprint("resetting attack finished to ", ftos(time), "\n");
780 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
782 self.bulletcounter += 1;
783 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
787 void weapon_thinkf(float fr, float t, void() func)
793 if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
802 if (self.weaponentity)
804 self.weaponentity.wframe = fr;
805 if (qcweaponanimation)
807 if (fr != WFRAME_IDLE)
809 self.weapon_morph0time = time;
810 self.weapon_morph0angles = self.weaponentity.angles;
811 self.weapon_morph0origin = self.weaponentity.origin;
813 self.weapon_morph1angles = '0 0 0';
814 self.weapon_morph1time = time + t;
815 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
816 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
818 self.weapon_morph2angles = '0 0 0';
819 self.weapon_morph2time = time + t;
820 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
821 self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
823 self.weapon_morph3angles = '0 0 0';
824 self.weapon_morph3time = time + t;
825 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
826 self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
828 self.weapon_morph4angles = '0 0 0';
829 self.weapon_morph4time = time + t;
830 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
831 self.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
833 if (fr == WFRAME_FIRE1)
835 self.weapon_morph1angles = '5 0 0';
836 self.weapon_morph1time = time + t * 0.1;
837 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
838 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
839 self.weapon_morph4time = time + t + 1; // delay idle effect
841 else if (fr == WFRAME_FIRE2)
843 self.weapon_morph1angles = '10 0 0';
844 self.weapon_morph1time = time + t * 0.1;
845 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
846 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
847 self.weapon_morph4time = time + t + 1; // delay idle effect
849 else if (fr == WFRAME_RELOAD)
851 self.weapon_morph1time = time + t * 0.05;
852 self.weapon_morph1angles = '-10 40 0';
853 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
854 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
856 self.weapon_morph2time = time + t * 0.15;
857 self.weapon_morph2angles = '-10 40 5';
858 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
859 self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
861 self.weapon_morph3time = time + t * 0.25;
862 self.weapon_morph3angles = '-10 40 0';
863 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
864 self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
870 if (fr == WFRAME_IDLE)
871 a = self.weaponentity.anim_idle;
872 else if (fr == WFRAME_FIRE1)
873 a = self.weaponentity.anim_fire1;
874 else if (fr == WFRAME_FIRE2)
875 a = self.weaponentity.anim_fire2;
876 else if (fr == WFRAME_RELOAD)
877 a = self.weaponentity.anim_reload;
878 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
883 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
891 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
893 backtrace("Tried to override initial weapon think function - should this really happen?");
898 if(self.runes & RUNE_SPEED)
900 if(self.runes & CURSE_SLOW)
901 t = t * cvar("g_balance_rune_speed_combo_atkrate");
903 t = t * cvar("g_balance_rune_speed_atkrate");
905 else if(self.runes & CURSE_SLOW)
907 t = t * cvar("g_balance_curse_slow_atkrate");
911 // VorteX: haste can be added here
912 if (self.weapon_think == w_ready)
914 self.weapon_nextthink = time;
915 //dprint("started firing at ", ftos(time), "\n");
917 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
919 self.weapon_nextthink = time;
920 //dprint("reset weapon animation timer at ", ftos(time), "\n");
922 self.weapon_nextthink = self.weapon_nextthink + t;
923 self.weapon_think = func;
924 //dprint("next ", ftos(self.weapon_nextthink), "\n");
928 if (!self.crouch) // shoot anim stands up, this looks bad
931 anim = self.anim_shoot;
933 setanim(self, anim, FALSE, TRUE, TRUE);
937 void weapon_boblayer1(float spd, vector org)
939 // VorteX: haste can be added here
942 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
950 mdirection = normalize(mvelocity);
951 mspeed = vlen(mvelocity);
953 nstyle = cvar("g_projectiles_newton_style");
957 outvelocity = mvelocity;
961 // true Newtonian projectiles
962 outvelocity = pvelocity + mvelocity;
966 // true Newtonian projectiles with automatic aim adjustment
968 // solve: |outspeed * mdirection - pvelocity| = mspeed
969 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
970 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
974 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
975 // velocity without mdirection component > mspeed
976 // fire at smallest possible mspeed that works?
977 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
982 p = mdirection * pvelocity;
983 q = pvelocity * pvelocity - mspeed * mspeed;
987 //dprint("impossible shot, adjusting\n");
990 outspeed = p + sqrt(D);
991 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
992 outvelocity = mdirection * outspeed;
997 outspeed = mspeed + mdirection * pvelocity;
998 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
999 outvelocity = mdirection * outspeed;
1001 else if(nstyle == 4)
1004 outspeed = mspeed + vlen(pvelocity);
1005 outvelocity = mdirection * outspeed;
1008 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1013 void W_SetupProjectileVelocity(entity missile)
1015 if(missile.owner == world)
1016 error("Unowned missile");
1018 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);