2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
43 // VorteX: static frame globals
44 float WFRAME_DONTCHANGE = -1;
45 float WFRAME_FIRE1 = 0;
46 float WFRAME_FIRE2 = 1;
47 float WFRAME_IDLE = 2;
48 float WFRAME_RELOAD = 3;
51 void(float fr, float t, void() func) weapon_thinkf;
53 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
56 ret_x = screenright * v;
58 ret_z = screenforward * v;
62 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
65 vector mi, ma, thisv, myv, ret;
67 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
74 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
75 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
76 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
77 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
80 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
81 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
82 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
91 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
92 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
93 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
94 ret_z = thisv_z - myv_z;
98 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
104 if(player.hitplotfh >= 0)
106 lag = ANTILAG_LATENCY(player);
109 if(clienttype(player) != CLIENTTYPE_REAL)
110 lag = 0; // only antilag for clients
112 org = player.origin + player.view_ofs;
113 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
114 if(trace_ent.flags & FL_CLIENT)
116 antilag_takeback(trace_ent, time - lag);
117 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
118 antilag_restore(trace_ent);
119 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
120 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
128 // this function calculates w_shotorg and w_shotdir based on the weapon model
129 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
130 // make sure you call makevectors first (FIXME?)
131 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
133 float nudge = 1; // added to traceline target and subtracted from result
134 local vector trueaimpoint;
135 local float oldsolid;
137 oldsolid = ent.dphitcontentsmask;
138 if(ent.weapon == WEP_CAMPINGRIFLE)
139 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
141 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143 traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
144 // passing world, because we do NOT want it to touch dphitcontentsmask
146 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
147 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148 trueaimpoint = trace_endpos;
150 // Track max damage and set the stat to be sent later in g_world.qc
151 if not(inWarmupStage)
153 ent.max_damage[ent.weapon] += maxdamage;
154 ent.maxdamage_fired = ent.weapon + 64 * rint(ent.max_damage[ent.weapon]);
157 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
159 if(ent.weaponentity.movedir_x > 0)
161 vecs = ent.weaponentity.movedir;
167 if(debug_shotorg != '0 0 0')
168 vecs = debug_shotorg;
170 dv = v_right * vecs_y + v_up * vecs_z;
171 w_shotorg = ent.origin + ent.view_ofs + dv;
173 // now move the shotorg forward as much as requested if possible
176 if(ent.antilag_debug)
177 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
179 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
182 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
183 w_shotorg = trace_endpos - v_forward * nudge;
184 // calculate the shotdir from the chosen shotorg
185 w_shotdir = normalize(trueaimpoint - w_shotorg);
188 if (!ent.cvar_cl_noantilag)
190 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
192 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
193 if (!trace_ent.takedamage)
195 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
196 if (trace_ent.takedamage && trace_ent.classname == "player")
200 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
202 w_shotdir = normalize(trace_ent.origin - w_shotorg);
206 else if(cvar("g_antilag") == 3) // client side hitscan
208 if (ent.cursor_trace_ent) // client was aiming at someone
209 if (ent.cursor_trace_ent != ent) // just to make sure
210 if (ent.cursor_trace_ent.takedamage) // and that person is killable
211 if (ent.cursor_trace_ent.classname == "player") // and actually a player
213 // verify that the shot would miss without antilag
214 // (avoids an issue where guns would always shoot at their origin)
215 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
216 if (!trace_ent.takedamage)
218 // verify that the shot would hit if altered
219 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
220 if (trace_ent == ent.cursor_trace_ent)
221 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
223 print("antilag fail\n");
229 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
232 ent.punchangle_x = recoil * -1;
236 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
239 if (ent.items & IT_STRENGTH)
241 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
244 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
245 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
246 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
248 void LaserTarget_Think()
255 // list of weapons that will use the laser, and the options that enable it
256 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
259 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
264 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
267 // rocket launcher isn't selected, so no laser target.
268 if(self.lasertarget != world)
270 remove(self.lasertarget);
271 self.lasertarget = world;
276 if(!self.lasertarget)
278 // we don't have a lasertarget entity, so spawn one
279 //bprint("create laser target\n");
280 e = self.lasertarget = spawn();
281 e.owner = self.owner; // Its owner is my owner
282 e.classname = "laser_target";
283 e.movetype = MOVETYPE_NOCLIP; // don't touch things
284 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
285 e.scale = 1.25; // make it larger
286 e.alpha = 0.25; // transparency
287 e.colormod = '255 0 0' * (1/255) * 8; // change colors
288 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
289 // make it dynamically glow
290 // you should avoid over-using this, as it can slow down the player's computer.
291 e.glow_color = 251; // red color
295 e = self.lasertarget;
297 // move the laser dot to where the player is looking
299 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
300 offset = '0 0 26' + v_right*3;
301 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
302 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
303 if(trace_plane_normal != '0 0 0')
304 e.angles = vectoangles(trace_plane_normal);
306 e.angles = vectoangles(v_forward);
309 float CL_Weaponentity_CustomizeEntityForClient()
311 self.viewmodelforclient = self.owner;
312 if(other.classname == "spectator")
313 if(other.enemy == self.owner)
314 self.viewmodelforclient = other;
318 float qcweaponanimation;
319 vector weapon_offset = '0 -10 0';
320 vector weapon_adjust = '10 0 -15';
321 .vector weapon_morph0origin;
322 .vector weapon_morph0angles;
323 .float weapon_morph0time;
324 .vector weapon_morph1origin;
325 .vector weapon_morph1angles;
326 .float weapon_morph1time;
327 .vector weapon_morph2origin;
328 .vector weapon_morph2angles;
329 .float weapon_morph2time;
330 .vector weapon_morph3origin;
331 .vector weapon_morph3angles;
332 .float weapon_morph3time;
333 .vector weapon_morph4origin;
334 .vector weapon_morph4angles;
335 .float weapon_morph4time;
337 #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)
342 * 1. simple animated model, muzzlr flash handling on h_ model:
343 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
345 * shot = muzzle end (shot origin, also used for muzzle flashes)
346 * shell = casings ejection point (must be on the right hand side of the gun)
347 * weapon = attachment for v_tuba.md3
348 * v_tuba.md3 - first and third person model
349 * g_tuba.md3 - pickup model
351 * 2. fully animated model, muzzle flash handling on h_ model:
352 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
354 * shot = muzzle end (shot origin, also used for muzzle flashes)
355 * shell = casings ejection point (must be on the right hand side of the gun)
356 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
357 * v_tuba.md3 - third person model
358 * g_tuba.md3 - pickup model
360 * 3. fully animated model, muzzle flash handling on v_ model:
361 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
363 * shot = muzzle end (shot origin)
364 * shell = casings ejection point (must be on the right hand side of the gun)
365 * v_tuba.md3 - third person model
367 * shot = muzzle end (for muzzle flashes)
368 * g_tuba.md3 - pickup model
371 void CL_Weaponentity_Think()
373 float tb, v_shot_idx;
374 self.nextthink = time;
375 if (intermission_running)
376 self.frame = self.anim_idle_x;
377 if (self.owner.weaponentity != self)
379 if (self.weaponentity)
380 remove(self.weaponentity);
384 if (self.owner.deadflag != DEAD_NO)
387 if (self.weaponentity)
388 self.weaponentity.model = "";
391 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
393 self.cnt = self.owner.weapon;
394 self.dmg = self.owner.modelindex;
395 self.deadflag = self.owner.deadflag;
399 if (self.owner.weaponname != "")
401 // if there is a child entity, hide it until we're sure we use it
402 if (self.weaponentity)
403 self.weaponentity.model = "";
404 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
405 v_shot_idx = gettagindex(self, "shot"); // used later
407 if(qcweaponanimation)
409 self.angles = '0 0 0';
410 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
411 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
412 self.movedir_x += 32;
413 self.spawnorigin = self.movedir;
414 // oldorigin - not calculated here
418 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
419 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
420 animfile = fopen(animfilename, FILE_READ);
421 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
422 self.anim_fire1 = '0 1 0.01';
423 self.anim_fire2 = '1 1 0.01';
424 self.anim_idle = '2 1 0.01';
425 self.anim_reload = '3 1 0.01';
428 animparseerror = FALSE;
429 self.anim_fire1 = animparseline(animfile);
430 self.anim_fire2 = animparseline(animfile);
431 self.anim_idle = animparseline(animfile);
432 self.anim_reload = animparseline(animfile);
435 print("Parse error in ", animfilename, ", some player animations are broken\n");
438 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
439 // if we don't, this is a "real" animated model
440 if(gettagindex(self, "weapon"))
442 if (!self.weaponentity)
443 self.weaponentity = spawn();
444 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
445 setattachment(self.weaponentity, self, "weapon");
449 if(self.weaponentity)
450 remove(self.weaponentity);
451 self.weaponentity = world;
454 setorigin(self,'0 0 0');
455 self.angles = '0 0 0';
457 self.viewmodelforclient = world;
460 idx = gettagindex(self, "shot");
463 self.movedir = gettaginfo(self, idx);
467 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
468 self.movedir = '0 0 0';
471 idx = gettagindex(self, "shell");
474 self.spawnorigin = gettaginfo(self, idx);
478 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
479 self.spawnorigin = self.movedir;
484 self.oldorigin = '0 0 0';
488 if(self.weaponentity)
489 idx = gettagindex(self, "weapon");
491 idx = gettagindex(self, "handle");
494 self.oldorigin = self.movedir - gettaginfo(self, idx);
498 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");
499 self.oldorigin = '0 0 0'; // there is no way to recover from this
503 self.viewmodelforclient = self.owner;
509 if(self.weaponentity)
510 remove(self.weaponentity);
511 self.weaponentity = world;
512 self.movedir = '0 0 0';
513 self.spawnorigin = '0 0 0';
514 self.oldorigin = '0 0 0';
515 self.anim_fire1 = '0 1 0.01';
516 self.anim_fire2 = '0 1 0.01';
517 self.anim_idle = '0 1 0.01';
518 self.anim_reload = '0 1 0.01';
521 self.view_ofs = '0 0 0';
523 if(self.movedir_x >= 0)
527 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
528 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
530 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
531 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
533 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
535 // check if an instant weapon switch occurred
536 if (qcweaponanimation)
538 if (self.state == WS_READY)
540 self.angles = '0 0 0';
541 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
542 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
546 setorigin(self, self.view_ofs);
547 // reset animstate now
548 self.wframe = WFRAME_IDLE;
549 self.weapon_morph0time = 0;
550 self.weapon_morph1time = 0;
551 self.weapon_morph2time = 0;
552 self.weapon_morph3time = 0;
553 self.weapon_morph4time = 0;
554 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
557 tb = (self.effects & EF_TELEPORT_BIT);
558 self.effects = self.owner.effects & EFMASK_CHEAP;
559 self.effects &~= EF_LOWPRECISION;
560 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
561 self.effects &~= EF_TELEPORT_BIT;
564 if(self.owner.alpha == default_player_alpha)
565 self.alpha = default_weapon_alpha;
566 else if(self.owner.alpha != 0)
567 self.alpha = self.owner.alpha;
571 self.colormap = self.owner.colormap;
572 if (self.weaponentity)
574 self.weaponentity.effects = self.effects;
575 self.weaponentity.alpha = self.alpha;
576 self.weaponentity.colormap = self.colormap;
579 self.angles = '0 0 0';
582 if (self.state == WS_RAISE && !intermission_running)
584 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
585 self.angles_x = -90 * f * f;
586 if (qcweaponanimation)
588 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
589 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
592 else if (self.state == WS_DROP && !intermission_running)
594 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
595 self.angles_x = -90 * f * f;
596 if (qcweaponanimation)
598 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
599 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
602 else if (self.state == WS_CLEAR)
605 self.angles_x = -90 * f * f;
606 if (qcweaponanimation)
608 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
609 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
612 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
614 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
615 f = 1 - pow(1 - f, 3);
616 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
617 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
619 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
621 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
622 f = 1 - pow(1 - f, 3);
623 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
624 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
626 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
628 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
629 f = 1 - pow(1 - f, 3);
630 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
631 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
633 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
635 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
636 f = 1 - pow(1 - f, 3);
637 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
638 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
640 else if (qcweaponanimation)
642 // begin a new idle morph
643 self.owner.weapon_morph0time = time;
644 self.owner.weapon_morph0angles = self.angles;
645 self.owner.weapon_morph0origin = self.origin;
653 // turn gun to the left to look at it
655 self.owner.weapon_morph1time = time + t * 0.2;
656 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
657 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');
658 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
660 self.owner.weapon_morph2time = time + t * 0.6;
661 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
662 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');
663 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
665 self.owner.weapon_morph3time = time + t;
666 self.owner.weapon_morph3angles = '0 0 0';
667 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');
668 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
672 // raise the gun a bit
674 self.owner.weapon_morph1time = time + t * 0.2;
675 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
676 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');
677 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
679 self.owner.weapon_morph2time = time + t * 0.5;
680 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
681 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');
682 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
684 self.owner.weapon_morph3time = time + t;
685 self.owner.weapon_morph3angles = '0 0 0';
686 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');
687 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
693 self.owner.weapon_morph1time = time + t * 0.3;
694 self.owner.weapon_morph1angles = randomvec() * 6;
695 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');
696 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
698 self.owner.weapon_morph2time = time + t * 0.7;
699 self.owner.weapon_morph2angles = randomvec() * 6;
700 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');
701 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
703 self.owner.weapon_morph3time = time + t;
704 self.owner.weapon_morph3angles = '0 0 0';
705 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');
706 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
710 // hold it mostly steady
711 t = random() * 6 + 4;
712 self.owner.weapon_morph1time = time + t * 0.2;
713 self.owner.weapon_morph1angles = randomvec() * 1;
714 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');
715 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
717 self.owner.weapon_morph2time = time + t * 0.5;
718 self.owner.weapon_morph2angles = randomvec() * 1;
719 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');
720 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
722 self.owner.weapon_morph3time = time + t * 0.7;
723 self.owner.weapon_morph3angles = randomvec() * 1;
724 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');
725 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
728 self.owner.weapon_morph4time = time + t;
729 self.owner.weapon_morph4angles = '0 0 0';
730 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');
731 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
735 // create or update the lasertarget entity
739 void CL_ExteriorWeaponentity_Think()
743 self.nextthink = time;
744 if (self.owner.exteriorweaponentity != self)
749 if (self.owner.deadflag != DEAD_NO)
754 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
756 self.cnt = self.owner.weapon;
757 self.dmg = self.owner.modelindex;
758 self.deadflag = self.owner.deadflag;
759 if (self.owner.weaponname != "")
760 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
764 if((tag_found = gettagindex(self.owner, "tag_weapon")))
766 self.tag_index = tag_found;
767 self.tag_entity = self.owner;
770 setattachment(self, self.owner, "bip01 r hand");
772 // if that didn't find a tag, hide the exterior weapon model
776 self.effects = self.owner.effects | EF_LOWPRECISION;
777 self.effects = self.effects & EFMASK_CHEAP; // eat performance
778 if(self.owner.alpha == default_player_alpha)
779 self.alpha = default_weapon_alpha;
780 else if(self.owner.alpha != 0)
781 self.alpha = self.owner.alpha;
785 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
789 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
791 ang_y = self.owner.v_angle_y;
793 var vector v = v_forward;
794 gettaginfo(self.tag_entity, self.tag_index);
795 // untransform v according to this coordinate space
800 self.angles = vectoangles(w);
804 ang_x = -/* don't ask */ang_x;
808 self.colormap = self.owner.colormap;
811 // spawning weaponentity for client
812 void CL_SpawnWeaponentity()
814 self.weaponentity = spawn();
815 self.weaponentity.classname = "weaponentity";
816 self.weaponentity.solid = SOLID_NOT;
817 self.weaponentity.owner = self;
818 setmodel(self.weaponentity, ""); // precision set when changed
819 setorigin(self.weaponentity, '0 0 0');
820 self.weaponentity.angles = '0 0 0';
821 self.weaponentity.viewmodelforclient = self;
822 self.weaponentity.flags = 0;
823 self.weaponentity.think = CL_Weaponentity_Think;
824 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
825 self.weaponentity.nextthink = time;
827 self.exteriorweaponentity = spawn();
828 self.exteriorweaponentity.classname = "exteriorweaponentity";
829 self.exteriorweaponentity.solid = SOLID_NOT;
830 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
831 self.exteriorweaponentity.owner = self;
832 setorigin(self.exteriorweaponentity, '0 0 0');
833 self.exteriorweaponentity.angles = '0 0 0';
834 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
835 self.exteriorweaponentity.nextthink = time;
838 .float hasweapon_complain_spam;
840 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
842 local float weaponbit, f;
843 local entity oldself;
845 if(time < self.hasweapon_complain_spam)
848 self.hasweapon_complain_spam = time + 0.2;
850 if (wpn < WEP_FIRST || wpn > WEP_LAST)
853 sprint(self, "Invalid weapon\n");
856 weaponbit = W_WeaponBit(wpn);
857 if (cl.weapons & weaponbit)
861 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
869 f = weapon_action(wpn, WR_CHECKAMMO1);
870 f = f + weapon_action(wpn, WR_CHECKAMMO2);
876 if(clienttype(cl) == CLIENTTYPE_REAL)
878 play2(cl, "weapons/unavailable.wav");
879 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
889 // Report Proper Weapon Status / Modified Weapon Ownership Message
890 if(weaponsInMap & weaponbit)
892 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
894 if(cvar("g_showweaponspawns"))
899 e = get_weaponinfo(wpn);
902 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
904 if(e.classname == "droppedweapon")
906 if not(e.flags & FL_ITEM)
908 WaypointSprite_Spawn(
920 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
922 play2(cl, "weapons/unavailable.wav");
930 if (self.weapon != -1)
932 if (self.weaponentity)
934 self.weaponentity.state = WS_CLEAR;
935 self.weaponentity.effects = 0;
941 if (self.weaponentity)
942 self.weaponentity.state = WS_READY;
943 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
946 // Setup weapon for client (after this raise frame will be launched)
947 void weapon_setup(float windex)
950 qcweaponanimation = cvar("sv_qcweaponanimation");
951 e = get_weaponinfo(windex);
952 self.items &~= IT_AMMO;
953 self.items = self.items | e.items;
955 // the two weapon entities will notice this has changed and update their models
956 self.weapon = windex;
957 self.weaponname = e.mdl;
958 self.bulletcounter = 0;
961 // perform weapon to attack (weaponstate and attack_finished check is here)
963 float weapon_prepareattack(float secondary, float attacktime)
965 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
966 //if all players readied up and the countdown is running
967 if(time < game_starttime || time < self.race_penalty) {
971 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
972 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
974 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
976 w = W_WeaponBit(self.weapon);
978 ww = w_getbestweapon(self);
981 W_SwitchWeapon_Force(self, ww);
985 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
988 // do not even think about shooting if switching
989 if(self.switchweapon != self.weapon)
994 // don't fire if previous attack is not finished
995 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
997 // don't fire while changing weapon
998 if (self.weaponentity.state != WS_READY)
1001 self.weaponentity.state = WS_INUSE;
1003 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1005 // if the weapon hasn't been firing continuously, reset the timer
1008 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1010 ATTACK_FINISHED(self) = time;
1011 //dprint("resetting attack finished to ", ftos(time), "\n");
1013 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1015 self.bulletcounter += 1;
1016 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1020 void weapon_thinkf(float fr, float t, void() func)
1026 if(fr == WFRAME_DONTCHANGE)
1028 fr = self.weaponentity.wframe;
1029 restartanim = FALSE;
1031 else if (fr == WFRAME_IDLE)
1032 restartanim = FALSE;
1040 if (self.weaponentity)
1042 self.weaponentity.wframe = fr;
1043 if (qcweaponanimation)
1045 if (fr != WFRAME_IDLE)
1047 self.weapon_morph0time = time;
1048 self.weapon_morph0angles = self.weaponentity.angles;
1049 self.weapon_morph0origin = self.weaponentity.origin;
1051 self.weapon_morph1angles = '0 0 0';
1052 self.weapon_morph1time = time + t;
1053 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1054 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1056 self.weapon_morph2angles = '0 0 0';
1057 self.weapon_morph2time = time + t;
1058 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1059 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1061 self.weapon_morph3angles = '0 0 0';
1062 self.weapon_morph3time = time + t;
1063 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1064 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1066 self.weapon_morph4angles = '0 0 0';
1067 self.weapon_morph4time = time + t;
1068 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1069 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1071 if (fr == WFRAME_FIRE1)
1073 self.weapon_morph1angles = '5 0 0';
1074 self.weapon_morph1time = time + t * 0.1;
1075 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1076 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1077 self.weapon_morph4time = time + t + 1; // delay idle effect
1079 else if (fr == WFRAME_FIRE2)
1081 self.weapon_morph1angles = '10 0 0';
1082 self.weapon_morph1time = time + t * 0.1;
1083 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1084 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1085 self.weapon_morph4time = time + t + 1; // delay idle effect
1087 else if (fr == WFRAME_RELOAD)
1089 self.weapon_morph1time = time + t * 0.05;
1090 self.weapon_morph1angles = '-10 40 0';
1091 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1092 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1094 self.weapon_morph2time = time + t * 0.15;
1095 self.weapon_morph2angles = '-10 40 5';
1096 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1097 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1099 self.weapon_morph3time = time + t * 0.25;
1100 self.weapon_morph3angles = '-10 40 0';
1101 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1102 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1108 if (fr == WFRAME_IDLE)
1109 a = self.weaponentity.anim_idle;
1110 else if (fr == WFRAME_FIRE1)
1111 a = self.weaponentity.anim_fire1;
1112 else if (fr == WFRAME_FIRE2)
1113 a = self.weaponentity.anim_fire2;
1114 else if (fr == WFRAME_RELOAD)
1115 a = self.weaponentity.anim_reload;
1116 a_z *= g_weaponratefactor;
1117 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1125 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1127 backtrace("Tried to override initial weapon think function - should this really happen?");
1130 t *= W_WeaponRateFactor();
1132 // VorteX: haste can be added here
1133 if (self.weapon_think == w_ready)
1135 self.weapon_nextthink = time;
1136 //dprint("started firing at ", ftos(time), "\n");
1138 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1140 self.weapon_nextthink = time;
1141 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1143 self.weapon_nextthink = self.weapon_nextthink + t;
1144 self.weapon_think = func;
1145 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1149 if (!self.crouch) // shoot anim stands up, this looks bad
1152 anim = self.anim_shoot;
1153 anim_z = anim_y / t;
1154 setanim(self, anim, FALSE, TRUE, TRUE);
1158 void weapon_boblayer1(float spd, vector org)
1160 // VorteX: haste can be added here
1163 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1171 mvelocity = mvelocity * g_weaponspeedfactor;
1173 mdirection = normalize(mvelocity);
1174 mspeed = vlen(mvelocity);
1176 nstyle = cvar("g_projectiles_newton_style");
1179 // absolute velocity
1180 outvelocity = mvelocity;
1182 else if(nstyle == 1)
1184 // true Newtonian projectiles
1185 outvelocity = pvelocity + mvelocity;
1187 else if(nstyle == 2)
1189 // true Newtonian projectiles with automatic aim adjustment
1191 // solve: |outspeed * mdirection - pvelocity| = mspeed
1192 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1193 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1197 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1198 // velocity without mdirection component > mspeed
1199 // fire at smallest possible mspeed that works?
1200 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1203 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1205 outspeed = solution_y; // the larger one
1208 //outspeed = 0; // slowest possible shot
1209 outspeed = solution_x; // the real part (that is, the average!)
1210 //dprint("impossible shot, adjusting\n");
1213 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1214 outvelocity = mdirection * outspeed;
1216 else if(nstyle == 3)
1218 // pseudo-Newtonian:
1219 outspeed = mspeed + mdirection * pvelocity;
1220 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1221 outvelocity = mdirection * outspeed;
1223 else if(nstyle == 4)
1226 outspeed = mspeed + vlen(pvelocity);
1227 outvelocity = mdirection * outspeed;
1230 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1235 void W_AttachToShotorg(entity flash, vector offset)
1239 flash.angles_z = random() * 360;
1240 if(qcweaponanimation)
1242 setorigin(flash, w_shotorg + w_shotdir * 50);
1243 flash.angles = vectoangles(w_shotdir);
1244 flash.angles_z = random() * 360;
1248 setattachment(flash, self.weaponentity, "shot");
1249 setorigin(flash, offset);
1252 copyentity(flash, xflash);
1254 flash.viewmodelforclient = self;
1256 if(self.weaponentity.oldorigin_x > 0)
1258 setattachment(xflash, self.exteriorweaponentity, "");
1259 setorigin(xflash, self.weaponentity.oldorigin + offset);
1263 setattachment(xflash, self.exteriorweaponentity, "shot");
1268 vector cliptoplane(vector v, vector p)
1270 return v - (v * p) * p;
1273 vector solve_cubic_pq(float p, float q)
1276 D = q*q/4.0 + p*p*p/27.0;
1280 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1281 u = sqrt(-4.0/3.0 * p);
1282 // a in range 0..pi/3
1289 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1291 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1304 return '1 1 0' * v + '0 0 1' * u;
1306 return '0 1 1' * v + '1 0 0' * u;
1311 u = cbrt(-q/2.0 + sqrt(D));
1312 v = cbrt(-q/2.0 - sqrt(D));
1313 return '1 1 1' * (u + v);
1316 vector solve_cubic_abcd(float a, float b, float c, float d)
1322 p = (9*a*c - 3*b*b);
1323 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1324 v = solve_cubic_pq(p, q);
1325 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1327 v += '1 0 -1' * (v_z - v_x); // swap x, z
1331 vector findperpendicular(vector v)
1337 return normalize(cliptoplane(p, v));
1340 vector W_CalculateProjectileSpread(vector forward, float spread)
1348 sstyle = cvar("g_projectiles_spread_style");
1352 // this is the baseline for the spread value!
1353 // standard deviation: sqrt(2/5)
1354 // density function: sqrt(1-r^2)
1355 return forward + randomvec() * spread;
1357 else if(sstyle == 1)
1359 // same thing, basically
1360 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1362 else if(sstyle == 2)
1364 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1365 sigma = spread * 0.89442719099991587855; // match baseline stddev
1366 v1 = findperpendicular(forward);
1367 v2 = cross(forward, v1);
1368 // random point on unit circle
1369 dx = random() * 2 * M_PI;
1372 // radius in our dist function
1375 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1377 else if(sstyle == 3) // gauss 3d
1379 sigma = spread * 0.44721359549996; // match baseline stddev
1380 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1382 v1_x += gsl_ran_gaussian(sigma);
1383 v1_y += gsl_ran_gaussian(sigma);
1384 v1_z += gsl_ran_gaussian(sigma);
1387 else if(sstyle == 4) // gauss 2d
1389 sigma = spread * 0.44721359549996; // match baseline stddev
1390 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1391 v1_x = gsl_ran_gaussian(sigma);
1392 v1_y = gsl_ran_gaussian(sigma);
1393 v1_z = gsl_ran_gaussian(sigma);
1394 return normalize(forward + cliptoplane(v1, forward));
1396 else if(sstyle == 5) // 1-r
1398 sigma = spread * 1.154700538379252; // match baseline stddev
1399 v1 = findperpendicular(forward);
1400 v2 = cross(forward, v1);
1401 // random point on unit circle
1402 dx = random() * 2 * M_PI;
1405 // radius in our dist function
1407 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1408 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1410 else if(sstyle == 6) // 1-r^2
1412 sigma = spread * 1.095445115010332; // match baseline stddev
1413 v1 = findperpendicular(forward);
1414 v2 = cross(forward, v1);
1415 // random point on unit circle
1416 dx = random() * 2 * M_PI;
1419 // radius in our dist function
1423 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1425 else if(sstyle == 7) // (1-r) (2-r)
1427 sigma = spread * 1.224744871391589; // match baseline stddev
1428 v1 = findperpendicular(forward);
1429 v2 = cross(forward, v1);
1430 // random point on unit circle
1431 dx = random() * 2 * M_PI;
1434 // radius in our dist function
1438 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1441 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
1444 * how to derive falloff functions:
1445 * rho(r) := (2-r) * (1-r);
1448 * rhor(r) := r * rho(r);
1449 * cr(t) := integrate(rhor(r), r, a, t);
1450 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1451 * variance : scr(b) / cr(b);
1452 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1453 * sqrt(0.4 / variance), numer;
1459 float mspercallsstyle;
1460 float mspercallcount;
1462 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float spread)
1464 if(missile.owner == world)
1465 error("Unowned missile");
1467 dir = dir + upDir * (pUpSpeed / pSpeed);
1468 pSpeed *= vlen(dir);
1469 dir = normalize(dir);
1472 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1474 mspercallsum = mspercallcount = 0;
1475 mspercallsstyle = cvar("g_projectiles_spread_style");
1477 mspercallsum -= gettime(GETTIME_HIRES);
1478 dir = W_CalculateProjectileSpread(dir, spread);
1479 mspercallsum += gettime(GETTIME_HIRES);
1480 mspercallcount += 1;
1481 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1484 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1487 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1489 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, spread);
1492 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_spread"))
1493 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, cvar(#s "_spread"))