+++ /dev/null
-/*
-===========================================================================
-
- CLIENT WEAPONSYSTEM CODE
- Bring back W_Weaponframe
-
-===========================================================================
-*/
-
-.float weapon_frametime;
-
-float W_WeaponRateFactor()
-{
- float t;
- t = 1.0 / g_weaponratefactor;
-
- return t;
-}
-
-void W_SwitchWeapon_Force(entity e, float w)
-{
- e.cnt = e.switchweapon;
- e.switchweapon = w;
- e.selectweapon = w;
-}
-
-.float antilag_debug;
-
-// VorteX: static frame globals
-float WFRAME_DONTCHANGE = -1;
-float WFRAME_FIRE1 = 0;
-float WFRAME_FIRE2 = 1;
-float WFRAME_IDLE = 2;
-float WFRAME_RELOAD = 3;
-.float wframe;
-
-void(float fr, float t, void() func) weapon_thinkf;
-
-vector w_shotorg;
-vector w_shotdir;
-vector w_shotend;
-
-.float prevstrengthsound;
-.float prevstrengthsoundattempt;
-void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
-{
- if((player.items & IT_STRENGTH)
- && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
- || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
- {
- sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
- player.prevstrengthsound = time;
- }
- player.prevstrengthsoundattempt = time;
-}
-
-// this function calculates w_shotorg and w_shotdir based on the weapon model
-// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
-// make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
-{
- float nudge = 1; // added to traceline target and subtracted from result
- float oldsolid;
- vector vecs, dv;
- oldsolid = ent.dphitcontentsmask;
- if(ent.weapon == WEP_RIFLE)
- ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- else
- ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- if(antilag)
- WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
- // passing world, because we do NOT want it to touch dphitcontentsmask
- else
- WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
- ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-
- vector vf, vr, vu;
- vf = v_forward;
- vr = v_right;
- vu = v_up;
- w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
- v_forward = vf;
- v_right = vr;
- v_up = vu;
-
- // un-adjust trueaim if shotend is too close
- if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
- w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
-
- // track max damage
- if(accuracy_canbegooddamage(ent))
- accuracy_add(ent, ent.weapon, maxdamage, 0);
-
- W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
-
- if(ent.weaponentity.movedir_x > 0)
- vecs = ent.weaponentity.movedir;
- else
- vecs = '0 0 0';
-
- dv = v_right * -vecs_y + v_up * vecs_z;
- w_shotorg = ent.origin + ent.view_ofs + dv;
-
- // now move the shotorg forward as much as requested if possible
- if(antilag)
- {
- if(ent.antilag_debug)
- tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
- else
- tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
- }
- else
- tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
- w_shotorg = trace_endpos - v_forward * nudge;
- // calculate the shotdir from the chosen shotorg
- w_shotdir = normalize(w_shotend - w_shotorg);
-
- if (antilag)
- if (!ent.cvar_cl_noantilag)
- {
- if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
- {
- traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
- if (!trace_ent.takedamage)
- {
- traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
- if (trace_ent.takedamage && IS_PLAYER(trace_ent))
- {
- entity e;
- e = trace_ent;
- traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
- if(trace_ent == e)
- w_shotdir = normalize(trace_ent.origin - w_shotorg);
- }
- }
- }
- else if(autocvar_g_antilag == 3) // client side hitscan
- {
- // this part MUST use prydon cursor
- if (ent.cursor_trace_ent) // client was aiming at someone
- if (ent.cursor_trace_ent != ent) // just to make sure
- if (ent.cursor_trace_ent.takedamage) // and that person is killable
- if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
- {
- // verify that the shot would miss without antilag
- // (avoids an issue where guns would always shoot at their origin)
- traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
- if (!trace_ent.takedamage)
- {
- // verify that the shot would hit if altered
- traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
- if (trace_ent == ent.cursor_trace_ent)
- w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
- else
- print("antilag fail\n");
- }
- }
- }
- }
-
- ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
-
- if (!g_norecoil)
- ent.punchangle_x = recoil * -1;
-
- if (snd != "")
- {
- sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
- W_PlayStrengthSound(ent);
- }
-
- // nudge w_shotend so a trace to w_shotend hits
- w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
-}
-
-#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
-#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
-#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
-#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
-#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
-
-float CL_Weaponentity_CustomizeEntityForClient()
-{
- self.viewmodelforclient = self.owner;
- if(IS_SPEC(other))
- if(other.enemy == self.owner)
- self.viewmodelforclient = other;
- return TRUE;
-}
-
-/*
- * supported formats:
- *
- * 1. simple animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * g_tuba.md3 - pickup model
- *
- * 2. simple animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * g_tuba.md3 - pickup model
- *
- * 3. fully animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
- * v_tuba.md3 - third person model
- * g_tuba.md3 - pickup model
- *
- * 4. fully animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * v_tuba.md3 - third person model
- * tags:
- * shot = muzzle end (for muzzle flashes)
- * g_tuba.md3 - pickup model
- */
-
-// writes:
-// self.origin, self.angles
-// self.weaponentity
-// self.movedir, self.view_ofs
-// attachment stuff
-// anim stuff
-// to free:
-// call again with ""
-// remove the ent
-void CL_WeaponEntity_SetModel(string name)
-{
- float v_shot_idx;
- if (name != "")
- {
- // if there is a child entity, hide it until we're sure we use it
- if (self.weaponentity)
- self.weaponentity.model = "";
- setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
- v_shot_idx = gettagindex(self, "shot"); // used later
- if(!v_shot_idx)
- v_shot_idx = gettagindex(self, "tag_shot");
-
- setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
- // preset some defaults that work great for renamed zym files (which don't need an animinfo)
- self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
- self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
- self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
- self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
-
- // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
- // if we don't, this is a "real" animated model
- if(gettagindex(self, "weapon"))
- {
- if (!self.weaponentity)
- self.weaponentity = spawn();
- setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
- setattachment(self.weaponentity, self, "weapon");
- }
- else if(gettagindex(self, "tag_weapon"))
- {
- if (!self.weaponentity)
- self.weaponentity = spawn();
- setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
- setattachment(self.weaponentity, self, "tag_weapon");
- }
- else
- {
- if(self.weaponentity)
- remove(self.weaponentity);
- self.weaponentity = world;
- }
-
- setorigin(self,'0 0 0');
- self.angles = '0 0 0';
- self.frame = 0;
- self.viewmodelforclient = world;
-
- float idx;
-
- if(v_shot_idx) // v_ model attached to invisible h_ model
- {
- self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
- }
- else
- {
- idx = gettagindex(self, "shot");
- if(!idx)
- idx = gettagindex(self, "tag_shot");
- if(idx)
- self.movedir = gettaginfo(self, idx);
- else
- {
- print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
- self.movedir = '0 0 0';
- }
- }
-
- if(self.weaponentity) // v_ model attached to invisible h_ model
- {
- idx = gettagindex(self.weaponentity, "shell");
- if(!idx)
- idx = gettagindex(self.weaponentity, "tag_shell");
- if(idx)
- self.spawnorigin = gettaginfo(self.weaponentity, idx);
- }
- else
- idx = 0;
- if(!idx)
- {
- idx = gettagindex(self, "shell");
- if(!idx)
- idx = gettagindex(self, "tag_shell");
- if(idx)
- self.spawnorigin = gettaginfo(self, idx);
- else
- {
- print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
- self.spawnorigin = self.movedir;
- }
- }
-
- if(v_shot_idx)
- {
- self.oldorigin = '0 0 0'; // use regular attachment
- }
- else
- {
- if(self.weaponentity)
- {
- idx = gettagindex(self, "weapon");
- if(!idx)
- idx = gettagindex(self, "tag_weapon");
- }
- else
- {
- idx = gettagindex(self, "handle");
- if(!idx)
- idx = gettagindex(self, "tag_handle");
- }
- if(idx)
- {
- self.oldorigin = self.movedir - gettaginfo(self, idx);
- }
- else
- {
- 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");
- self.oldorigin = '0 0 0'; // there is no way to recover from this
- }
- }
-
- self.viewmodelforclient = self.owner;
- }
- else
- {
- self.model = "";
- if(self.weaponentity)
- remove(self.weaponentity);
- self.weaponentity = world;
- self.movedir = '0 0 0';
- self.spawnorigin = '0 0 0';
- self.oldorigin = '0 0 0';
- self.anim_fire1 = '0 1 0.01';
- self.anim_fire2 = '0 1 0.01';
- self.anim_idle = '0 1 0.01';
- self.anim_reload = '0 1 0.01';
- }
-
- self.view_ofs = '0 0 0';
-
- if(self.movedir_x >= 0)
- {
- vector v0;
- v0 = self.movedir;
- self.movedir = shotorg_adjust(v0, FALSE, FALSE);
- self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
- }
- self.owner.stat_shotorg = compressShotOrigin(self.movedir);
- self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
-
- self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
-
- // check if an instant weapon switch occurred
- setorigin(self, self.view_ofs);
- // reset animstate now
- self.wframe = WFRAME_IDLE;
- setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
-}
-
-vector CL_Weapon_GetShotOrg(float wpn)
-{
- entity wi, oldself;
- vector ret;
- wi = get_weaponinfo(wpn);
- oldself = self;
- self = spawn();
- CL_WeaponEntity_SetModel(wi.mdl);
- ret = self.movedir;
- CL_WeaponEntity_SetModel("");
- remove(self);
- self = oldself;
- return ret;
-}
-
-void CL_Weaponentity_Think()
-{
- float tb;
- self.nextthink = time;
- if (intermission_running)
- self.frame = self.anim_idle_x;
- if (self.owner.weaponentity != self)
- {
- if (self.weaponentity)
- remove(self.weaponentity);
- remove(self);
- return;
- }
- if (self.owner.deadflag != DEAD_NO)
- {
- self.model = "";
- if (self.weaponentity)
- self.weaponentity.model = "";
- return;
- }
- if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
- {
- self.weaponname = self.owner.weaponname;
- self.dmg = self.owner.modelindex;
- self.deadflag = self.owner.deadflag;
-
- CL_WeaponEntity_SetModel(self.owner.weaponname);
- }
-
- tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
- self.effects = self.owner.effects & EFMASK_CHEAP;
- self.effects &~= EF_LOWPRECISION;
- self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
- self.effects &~= EF_TELEPORT_BIT;
- self.effects &~= EF_RESTARTANIM_BIT;
- self.effects |= tb;
-
- if(self.owner.alpha == default_player_alpha)
- self.alpha = default_weapon_alpha;
- else if(self.owner.alpha != 0)
- self.alpha = self.owner.alpha;
- else
- self.alpha = 1;
-
- self.glowmod = self.owner.weaponentity_glowmod;
- self.colormap = self.owner.colormap;
- if (self.weaponentity)
- {
- self.weaponentity.effects = self.effects;
- self.weaponentity.alpha = self.alpha;
- self.weaponentity.colormap = self.colormap;
- self.weaponentity.glowmod = self.glowmod;
- }
-
- self.angles = '0 0 0';
-
- float f = (self.owner.weapon_nextthink - time);
- if (self.state == WS_RAISE && !intermission_running)
- {
- entity newwep = get_weaponinfo(self.owner.switchweapon);
- f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
- //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
- self.angles_x = -90 * f * f;
- }
- else if (self.state == WS_DROP && !intermission_running)
- {
- entity oldwep = get_weaponinfo(self.owner.weapon);
- f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
- //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
- self.angles_x = -90 * f * f;
- }
- else if (self.state == WS_CLEAR)
- {
- f = 1;
- self.angles_x = -90 * f * f;
- }
-}
-
-void CL_ExteriorWeaponentity_Think()
-{
- float tag_found;
- self.nextthink = time;
- if (self.owner.exteriorweaponentity != self)
- {
- remove(self);
- return;
- }
- if (self.owner.deadflag != DEAD_NO)
- {
- self.model = "";
- return;
- }
- if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
- {
- self.weaponname = self.owner.weaponname;
- self.dmg = self.owner.modelindex;
- self.deadflag = self.owner.deadflag;
- if (self.owner.weaponname != "")
- setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
- else
- self.model = "";
-
- if((tag_found = gettagindex(self.owner, "tag_weapon")))
- {
- self.tag_index = tag_found;
- self.tag_entity = self.owner;
- }
- else
- setattachment(self, self.owner, "bip01 r hand");
- }
- self.effects = self.owner.effects;
- self.effects |= EF_LOWPRECISION;
- self.effects = self.effects & EFMASK_CHEAP; // eat performance
- if(self.owner.alpha == default_player_alpha)
- self.alpha = default_weapon_alpha;
- else if(self.owner.alpha != 0)
- self.alpha = self.owner.alpha;
- else
- self.alpha = 1;
-
- self.glowmod = self.owner.weaponentity_glowmod;
- self.colormap = self.owner.colormap;
-
- CSQCMODEL_AUTOUPDATE();
-}
-
-// spawning weaponentity for client
-void CL_SpawnWeaponentity()
-{
- self.weaponentity = spawn();
- self.weaponentity.classname = "weaponentity";
- self.weaponentity.solid = SOLID_NOT;
- self.weaponentity.owner = self;
- setmodel(self.weaponentity, ""); // precision set when changed
- setorigin(self.weaponentity, '0 0 0');
- self.weaponentity.angles = '0 0 0';
- self.weaponentity.viewmodelforclient = self;
- self.weaponentity.flags = 0;
- self.weaponentity.think = CL_Weaponentity_Think;
- self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
- self.weaponentity.nextthink = time;
-
- self.exteriorweaponentity = spawn();
- self.exteriorweaponentity.classname = "exteriorweaponentity";
- self.exteriorweaponentity.solid = SOLID_NOT;
- self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
- self.exteriorweaponentity.owner = self;
- setorigin(self.exteriorweaponentity, '0 0 0');
- self.exteriorweaponentity.angles = '0 0 0';
- self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
- self.exteriorweaponentity.nextthink = time;
-
- {
- entity oldself = self;
- self = self.exteriorweaponentity;
- CSQCMODEL_AUTOINIT();
- self = oldself;
- }
-}
-
-// Weapon subs
-void w_clear()
-{
- if (self.weapon != -1)
- {
- self.weapon = 0;
- self.switchingweapon = 0;
- }
- if (self.weaponentity)
- {
- self.weaponentity.state = WS_CLEAR;
- self.weaponentity.effects = 0;
- }
-}
-
-void w_ready()
-{
- if (self.weaponentity)
- self.weaponentity.state = WS_READY;
- weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
-}
-
-.float prevdryfire;
-.float prevwarntime;
-float weapon_prepareattack_checkammo(float secondary)
-{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
- {
- // always keep the Mine Layer if we placed mines, so that we can detonate them
- entity mine;
- if(self.weapon == WEP_MINE_LAYER)
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
- return FALSE;
-
- if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
- {
- sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
- self.prevdryfire = time;
- }
-
- if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
- {
- if(time - self.prevwarntime > 1)
- {
- Send_Notification(
- NOTIF_ONE,
- self,
- MSG_MULTI,
- ITEM_WEAPON_PRIMORSEC,
- self.weapon,
- secondary,
- (1 - secondary)
- );
- }
- self.prevwarntime = time;
- }
- else // this weapon is totally unable to fire, switch to another one
- {
- W_SwitchToOtherWeapon(self);
- }
-
- return FALSE;
- }
- return TRUE;
-}
-.float race_penalty;
-float weapon_prepareattack_check(float secondary, float attacktime)
-{
- if(!weapon_prepareattack_checkammo(secondary))
- return FALSE;
-
- //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
- //if all players readied up and the countdown is running
- if(time < game_starttime || time < self.race_penalty) {
- return FALSE;
- }
-
- if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
- return FALSE;
-
- // do not even think about shooting if switching
- if(self.switchweapon != self.weapon)
- return FALSE;
-
- if(attacktime >= 0)
- {
- // don't fire if previous attack is not finished
- if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
- return FALSE;
- // don't fire while changing weapon
- if (self.weaponentity.state != WS_READY)
- return FALSE;
- }
-
- return TRUE;
-}
-float weapon_prepareattack_do(float secondary, float attacktime)
-{
- self.weaponentity.state = WS_INUSE;
-
- self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
-
- // if the weapon hasn't been firing continuously, reset the timer
- if(attacktime >= 0)
- {
- if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
- {
- ATTACK_FINISHED(self) = time;
- //dprint("resetting attack finished to ", ftos(time), "\n");
- }
- ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
- }
- self.bulletcounter += 1;
- //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
- return TRUE;
-}
-float weapon_prepareattack(float secondary, float attacktime)
-{
- if(weapon_prepareattack_check(secondary, attacktime))
- {
- weapon_prepareattack_do(secondary, attacktime);
- return TRUE;
- }
- else
- return FALSE;
-}
-
-void weapon_thinkf(float fr, float t, void() func)
-{
- vector a;
- vector of, or, ou;
- float restartanim;
-
- if(fr == WFRAME_DONTCHANGE)
- {
- fr = self.weaponentity.wframe;
- restartanim = FALSE;
- }
- else if (fr == WFRAME_IDLE)
- restartanim = FALSE;
- else
- restartanim = TRUE;
-
- of = v_forward;
- or = v_right;
- ou = v_up;
-
- if (self.weaponentity)
- {
- self.weaponentity.wframe = fr;
- a = '0 0 0';
- if (fr == WFRAME_IDLE)
- a = self.weaponentity.anim_idle;
- else if (fr == WFRAME_FIRE1)
- a = self.weaponentity.anim_fire1;
- else if (fr == WFRAME_FIRE2)
- a = self.weaponentity.anim_fire2;
- else // if (fr == WFRAME_RELOAD)
- a = self.weaponentity.anim_reload;
- a_z *= g_weaponratefactor;
- setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
- }
-
- v_forward = of;
- v_right = or;
- v_up = ou;
-
- if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
- {
- backtrace("Tried to override initial weapon think function - should this really happen?");
- }
-
- t *= W_WeaponRateFactor();
-
- // VorteX: haste can be added here
- if (self.weapon_think == w_ready)
- {
- self.weapon_nextthink = time;
- //dprint("started firing at ", ftos(time), "\n");
- }
- if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
- {
- self.weapon_nextthink = time;
- //dprint("reset weapon animation timer at ", ftos(time), "\n");
- }
- self.weapon_nextthink = self.weapon_nextthink + t;
- self.weapon_think = func;
- //dprint("next ", ftos(self.weapon_nextthink), "\n");
-
- if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
- {
- if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
- animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
- else
- animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
- }
- else
- {
- if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
- self.anim_upper_action = 0;
- }
-}
-
-float forbidWeaponUse()
-{
- if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
- return 1;
- if(round_handler_IsActive() && !round_handler_IsRoundStarted())
- return 1;
- if(self.player_blocked)
- return 1;
- if(self.freezetag_frozen)
- return 1;
- return 0;
-}
-
-void W_WeaponFrame()
-{
- vector fo, ri, up;
-
- if (frametime)
- self.weapon_frametime = frametime;
-
- if (!self.weaponentity || self.health < 1)
- return; // Dead player can't use weapons and injure impulse commands
-
- if(forbidWeaponUse())
- if(self.weaponentity.state != WS_CLEAR)
- {
- w_ready();
- return;
- }
-
- if(!self.switchweapon)
- {
- self.weapon = 0;
- self.switchingweapon = 0;
- self.weaponentity.state = WS_CLEAR;
- self.weaponname = "";
- self.items &~= IT_AMMO;
- return;
- }
-
- makevectors(self.v_angle);
- fo = v_forward; // save them in case the weapon think functions change it
- ri = v_right;
- up = v_up;
-
- // Change weapon
- if (self.weapon != self.switchweapon)
- {
- if (self.weaponentity.state == WS_CLEAR)
- {
- // end switching!
- self.switchingweapon = self.switchweapon;
- entity newwep = get_weaponinfo(self.switchweapon);
-
- self.items &~= IT_AMMO;
- self.items = self.items | (newwep.items & IT_AMMO);
-
- // the two weapon entities will notice this has changed and update their models
- self.weapon = self.switchweapon;
- self.weaponname = newwep.mdl;
- self.bulletcounter = 0; // WEAPONTODO
- WEP_ACTION(self.switchweapon, WR_SETUP);
- self.weaponentity.state = WS_RAISE;
-
- // set our clip load to the load of the weapon we switched to, if it's reloadable
- if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
- {
- self.clip_load = self.(weapon_load[self.switchweapon]);
- self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
- }
- else
- self.clip_load = self.clip_size = 0;
-
- // VorteX: add player model weapon select frame here
- // setcustomframe(PlayerWeaponRaise);
- weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
- weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
- }
- else if (self.weaponentity.state == WS_DROP)
- {
- // in dropping phase we can switch at any time
- self.switchingweapon = self.switchweapon;
- }
- else if (self.weaponentity.state == WS_READY)
- {
- // start switching!
- self.switchingweapon = self.switchweapon;
-
- entity oldwep = get_weaponinfo(self.weapon);
-
-#ifndef INDEPENDENT_ATTACK_FINISHED
- if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
- {
-#endif
- sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
- self.weaponentity.state = WS_DROP;
- // set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
- weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
-#ifndef INDEPENDENT_ATTACK_FINISHED
- }
-#endif
- }
- }
-
- // LordHavoc: network timing test code
- //if (self.button0)
- // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
-
- float w;
- w = self.weapon;
-
- // call the think code which may fire the weapon
- // and do so multiple times to resolve framerate dependency issues if the
- // server framerate is very low and the weapon fire rate very high
- float c;
- c = 0;
- while (c < W_TICSPERFRAME)
- {
- c = c + 1;
- if(w && !WEPSET_CONTAINS_EW(self, w))
- {
- if(self.weapon == self.switchweapon)
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w = 0;
- }
-
- v_forward = fo;
- v_right = ri;
- v_up = up;
-
- if(w)
- WEP_ACTION(self.weapon, WR_THINK);
- else
- WEP_ACTION(self.weapon, WR_GONETHINK);
-
- if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
- {
- if(self.weapon_think)
- {
- v_forward = fo;
- v_right = ri;
- v_up = up;
- self.weapon_think();
- }
- else
- bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
- }
- }
-
-#if 0
- if (self.items & IT_CELLS)
- self.currentammo = self.ammo_cells;
- else if (self.items & IT_ROCKETS)
- self.currentammo = self.ammo_rockets;
- else if (self.items & IT_NAILS)
- self.currentammo = self.ammo_nails;
- else if (self.items & IT_SHELLS)
- self.currentammo = self.ammo_shells;
- else
- self.currentammo = 1;
-#endif
-}
-
-void weapon_boblayer1(float spd, vector org)
-{
- // VorteX: haste can be added here
-}
-
-vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
-{
- vector mdirection;
- float mspeed;
- vector outvelocity;
-
- mvelocity = mvelocity * g_weaponspeedfactor;
-
- mdirection = normalize(mvelocity);
- mspeed = vlen(mvelocity);
-
- outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
-
- return outvelocity;
-}
-
-void W_AttachToShotorg(entity flash, vector offset)
-{
- entity xflash;
- flash.owner = self;
- flash.angles_z = random() * 360;
-
- if(gettagindex(self.weaponentity, "shot"))
- setattachment(flash, self.weaponentity, "shot");
- else
- setattachment(flash, self.weaponentity, "tag_shot");
- setorigin(flash, offset);
-
- xflash = spawn();
- copyentity(flash, xflash);
-
- flash.viewmodelforclient = self;
-
- if(self.weaponentity.oldorigin_x > 0)
- {
- setattachment(xflash, self.exteriorweaponentity, "");
- setorigin(xflash, self.weaponentity.oldorigin + offset);
- }
- else
- {
- if(gettagindex(self.exteriorweaponentity, "shot"))
- setattachment(xflash, self.exteriorweaponentity, "shot");
- else
- setattachment(xflash, self.exteriorweaponentity, "tag_shot");
- setorigin(xflash, offset);
- }
-}
-
-#if 0
-float mspercallsum;
-float mspercallsstyle;
-float mspercallcount;
-#endif
-void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
-{
- if(missile.owner == world)
- error("Unowned missile");
-
- dir = dir + upDir * (pUpSpeed / pSpeed);
- dir_z += pZSpeed / pSpeed;
- pSpeed *= vlen(dir);
- dir = normalize(dir);
-
-#if 0
- if(autocvar_g_projectiles_spread_style != mspercallsstyle)
- {
- mspercallsum = mspercallcount = 0;
- mspercallsstyle = autocvar_g_projectiles_spread_style;
- }
- mspercallsum -= gettime(GETTIME_HIRES);
-#endif
- dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
-#if 0
- mspercallsum += gettime(GETTIME_HIRES);
- mspercallcount += 1;
- print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
-#endif
-
- missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
-}
-
-void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
-{
- W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
-}
-
-#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
-#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
-
-void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) // WEAPONTODO: why does this have ammo_type?
-{
- if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
- return;
-
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if(ammo_reload)
- {
- self.clip_load -= ammo_use;
- self.(weapon_load[self.weapon]) = self.clip_load;
- }
- else
- self.(self.current_ammo) -= ammo_use;
-}
-
-// weapon reloading code
-
-.float reload_ammo_amount, reload_ammo_min, reload_time;
-.float reload_complain;
-.string reload_sound;
-
-void W_ReloadedAndReady()
-{
- // finish the reloading process, and do the ammo transfer
-
- self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
-
- // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.clip_load = self.reload_ammo_amount;
- else
- {
- while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.(self.current_ammo) -= 1;
- }
- }
- self.(weapon_load[self.weapon]) = self.clip_load;
-
- // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
- // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
- // so your weapon is disabled for a few seconds without reason
-
- //ATTACK_FINISHED(self) -= self.reload_time - 1;
-
- w_ready();
-}
-
-void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
-{
- // set global values to work with
-
- self.reload_ammo_min = sent_ammo_min;
- self.reload_ammo_amount = sent_ammo_amount;
- self.reload_time = sent_time;
- self.reload_sound = sent_sound;
-
- // check if we meet the necessary conditions to reload
-
- entity e;
- e = get_weaponinfo(self.weapon);
-
- // don't reload weapons that don't have the RELOADABLE flag
- if not(e.spawnflags & WEP_FLAG_RELOADABLE)
- {
- dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
- return;
- }
-
- // return if reloading is disabled for this weapon
- if(!self.reload_ammo_amount)
- return;
-
- // our weapon is fully loaded, no need to reload
- if (self.clip_load >= self.reload_ammo_amount)
- return;
-
- // no ammo, so nothing to load
- if(!self.(self.current_ammo) && self.reload_ammo_min)
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(IS_REAL_CLIENT(self) && self.reload_complain < time)
- {
- play2(self, "weapons/unavailable.wav");
- sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
- self.reload_complain = time + 1;
- }
- // switch away if the amount of ammo is not enough to keep using this weapon
- if not(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- {
- self.clip_load = -1; // reload later
- W_SwitchToOtherWeapon(self);
- }
- return;
- }
-
- if (self.weaponentity)
- {
- if (self.weaponentity.wframe == WFRAME_RELOAD)
- return;
-
- // allow switching away while reloading, but this will cause a new reload!
- self.weaponentity.state = WS_READY;
- }
-
- // now begin the reloading process
-
- sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
-
- // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
- // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
- // so your weapon is disabled for a few seconds without reason
-
- //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
-
- weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
-
- if(self.clip_load < 0)
- self.clip_load = 0;
- self.old_clip_load = self.clip_load;
- self.clip_load = self.(weapon_load[self.weapon]) = -1;
-}
+++ /dev/null
-float weaponswapping;
-float internalteam;
-
-void weapon_defaultspawnfunc(float wpn);
--- /dev/null
+/*
+===========================================================================
+
+ CLIENT WEAPONSYSTEM CODE
+ Bring back W_Weaponframe
+
+===========================================================================
+*/
+
+.float weapon_frametime;
+
+float W_WeaponRateFactor()
+{
+ float t;
+ t = 1.0 / g_weaponratefactor;
+
+ return t;
+}
+
+void W_SwitchWeapon_Force(entity e, float w)
+{
+ e.cnt = e.switchweapon;
+ e.switchweapon = w;
+ e.selectweapon = w;
+}
+
+.float antilag_debug;
+
+// VorteX: static frame globals
+float WFRAME_DONTCHANGE = -1;
+float WFRAME_FIRE1 = 0;
+float WFRAME_FIRE2 = 1;
+float WFRAME_IDLE = 2;
+float WFRAME_RELOAD = 3;
+.float wframe;
+
+void(float fr, float t, void() func) weapon_thinkf;
+
+vector w_shotorg;
+vector w_shotdir;
+vector w_shotend;
+
+.float prevstrengthsound;
+.float prevstrengthsoundattempt;
+void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
+{
+ if((player.items & IT_STRENGTH)
+ && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+ || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+ {
+ sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+ player.prevstrengthsound = time;
+ }
+ player.prevstrengthsoundattempt = time;
+}
+
+// this function calculates w_shotorg and w_shotdir based on the weapon model
+// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
+// make sure you call makevectors first (FIXME?)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
+{
+ float nudge = 1; // added to traceline target and subtracted from result
+ float oldsolid;
+ vector vecs, dv;
+ oldsolid = ent.dphitcontentsmask;
+ if(ent.weapon == WEP_RIFLE)
+ ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ else
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ if(antilag)
+ WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ // passing world, because we do NOT want it to touch dphitcontentsmask
+ else
+ WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+ vector vf, vr, vu;
+ vf = v_forward;
+ vr = v_right;
+ vu = v_up;
+ w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+ v_forward = vf;
+ v_right = vr;
+ v_up = vu;
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+ w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
+
+ // track max damage
+ if(accuracy_canbegooddamage(ent))
+ accuracy_add(ent, ent.weapon, maxdamage, 0);
+
+ W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+
+ if(ent.weaponentity.movedir_x > 0)
+ vecs = ent.weaponentity.movedir;
+ else
+ vecs = '0 0 0';
+
+ dv = v_right * -vecs_y + v_up * vecs_z;
+ w_shotorg = ent.origin + ent.view_ofs + dv;
+
+ // now move the shotorg forward as much as requested if possible
+ if(antilag)
+ {
+ if(ent.antilag_debug)
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
+ else
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ }
+ else
+ tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - v_forward * nudge;
+ // calculate the shotdir from the chosen shotorg
+ w_shotdir = normalize(w_shotend - w_shotorg);
+
+ if (antilag)
+ if (!ent.cvar_cl_noantilag)
+ {
+ if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
+ {
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ if (trace_ent.takedamage && IS_PLAYER(trace_ent))
+ {
+ entity e;
+ e = trace_ent;
+ traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
+ if(trace_ent == e)
+ w_shotdir = normalize(trace_ent.origin - w_shotorg);
+ }
+ }
+ }
+ else if(autocvar_g_antilag == 3) // client side hitscan
+ {
+ // this part MUST use prydon cursor
+ if (ent.cursor_trace_ent) // client was aiming at someone
+ if (ent.cursor_trace_ent != ent) // just to make sure
+ if (ent.cursor_trace_ent.takedamage) // and that person is killable
+ if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
+ {
+ // verify that the shot would miss without antilag
+ // (avoids an issue where guns would always shoot at their origin)
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ // verify that the shot would hit if altered
+ traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
+ if (trace_ent == ent.cursor_trace_ent)
+ w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
+ else
+ print("antilag fail\n");
+ }
+ }
+ }
+ }
+
+ ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
+
+ if (!g_norecoil)
+ ent.punchangle_x = recoil * -1;
+
+ if (snd != "")
+ {
+ sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ W_PlayStrengthSound(ent);
+ }
+
+ // nudge w_shotend so a trace to w_shotend hits
+ w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
+}
+
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
+#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
+
+float CL_Weaponentity_CustomizeEntityForClient()
+{
+ self.viewmodelforclient = self.owner;
+ if(IS_SPEC(other))
+ if(other.enemy == self.owner)
+ self.viewmodelforclient = other;
+ return TRUE;
+}
+
+/*
+ * supported formats:
+ *
+ * 1. simple animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 2. simple animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * g_tuba.md3 - pickup model
+ *
+ * 3. fully animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
+ * v_tuba.md3 - third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 4. fully animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * v_tuba.md3 - third person model
+ * tags:
+ * shot = muzzle end (for muzzle flashes)
+ * g_tuba.md3 - pickup model
+ */
+
+// writes:
+// self.origin, self.angles
+// self.weaponentity
+// self.movedir, self.view_ofs
+// attachment stuff
+// anim stuff
+// to free:
+// call again with ""
+// remove the ent
+void CL_WeaponEntity_SetModel(string name)
+{
+ float v_shot_idx;
+ if (name != "")
+ {
+ // if there is a child entity, hide it until we're sure we use it
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
+ v_shot_idx = gettagindex(self, "shot"); // used later
+ if(!v_shot_idx)
+ v_shot_idx = gettagindex(self, "tag_shot");
+
+ setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
+ // preset some defaults that work great for renamed zym files (which don't need an animinfo)
+ self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
+ self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
+ self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
+ self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
+
+ // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
+ // if we don't, this is a "real" animated model
+ if(gettagindex(self, "weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "weapon");
+ }
+ else if(gettagindex(self, "tag_weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "tag_weapon");
+ }
+ else
+ {
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ }
+
+ setorigin(self,'0 0 0');
+ self.angles = '0 0 0';
+ self.frame = 0;
+ self.viewmodelforclient = world;
+
+ float idx;
+
+ if(v_shot_idx) // v_ model attached to invisible h_ model
+ {
+ self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+ }
+ else
+ {
+ idx = gettagindex(self, "shot");
+ if(!idx)
+ idx = gettagindex(self, "tag_shot");
+ if(idx)
+ self.movedir = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+ self.movedir = '0 0 0';
+ }
+ }
+
+ if(self.weaponentity) // v_ model attached to invisible h_ model
+ {
+ idx = gettagindex(self.weaponentity, "shell");
+ if(!idx)
+ idx = gettagindex(self.weaponentity, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self.weaponentity, idx);
+ }
+ else
+ idx = 0;
+ if(!idx)
+ {
+ idx = gettagindex(self, "shell");
+ if(!idx)
+ idx = gettagindex(self, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+ self.spawnorigin = self.movedir;
+ }
+ }
+
+ if(v_shot_idx)
+ {
+ self.oldorigin = '0 0 0'; // use regular attachment
+ }
+ else
+ {
+ if(self.weaponentity)
+ {
+ idx = gettagindex(self, "weapon");
+ if(!idx)
+ idx = gettagindex(self, "tag_weapon");
+ }
+ else
+ {
+ idx = gettagindex(self, "handle");
+ if(!idx)
+ idx = gettagindex(self, "tag_handle");
+ }
+ if(idx)
+ {
+ self.oldorigin = self.movedir - gettaginfo(self, idx);
+ }
+ else
+ {
+ 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");
+ self.oldorigin = '0 0 0'; // there is no way to recover from this
+ }
+ }
+
+ self.viewmodelforclient = self.owner;
+ }
+ else
+ {
+ self.model = "";
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ self.movedir = '0 0 0';
+ self.spawnorigin = '0 0 0';
+ self.oldorigin = '0 0 0';
+ self.anim_fire1 = '0 1 0.01';
+ self.anim_fire2 = '0 1 0.01';
+ self.anim_idle = '0 1 0.01';
+ self.anim_reload = '0 1 0.01';
+ }
+
+ self.view_ofs = '0 0 0';
+
+ if(self.movedir_x >= 0)
+ {
+ vector v0;
+ v0 = self.movedir;
+ self.movedir = shotorg_adjust(v0, FALSE, FALSE);
+ self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+ }
+ self.owner.stat_shotorg = compressShotOrigin(self.movedir);
+ self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
+
+ self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
+
+ // check if an instant weapon switch occurred
+ setorigin(self, self.view_ofs);
+ // reset animstate now
+ self.wframe = WFRAME_IDLE;
+ setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+}
+
+vector CL_Weapon_GetShotOrg(float wpn)
+{
+ entity wi, oldself;
+ vector ret;
+ wi = get_weaponinfo(wpn);
+ oldself = self;
+ self = spawn();
+ CL_WeaponEntity_SetModel(wi.mdl);
+ ret = self.movedir;
+ CL_WeaponEntity_SetModel("");
+ remove(self);
+ self = oldself;
+ return ret;
+}
+
+void CL_Weaponentity_Think()
+{
+ float tb;
+ self.nextthink = time;
+ if (intermission_running)
+ self.frame = self.anim_idle_x;
+ if (self.owner.weaponentity != self)
+ {
+ if (self.weaponentity)
+ remove(self.weaponentity);
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+
+ CL_WeaponEntity_SetModel(self.owner.weaponname);
+ }
+
+ tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
+ self.effects = self.owner.effects & EFMASK_CHEAP;
+ self.effects &~= EF_LOWPRECISION;
+ self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
+ self.effects &~= EF_TELEPORT_BIT;
+ self.effects &~= EF_RESTARTANIM_BIT;
+ self.effects |= tb;
+
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+ if (self.weaponentity)
+ {
+ self.weaponentity.effects = self.effects;
+ self.weaponentity.alpha = self.alpha;
+ self.weaponentity.colormap = self.colormap;
+ self.weaponentity.glowmod = self.glowmod;
+ }
+
+ self.angles = '0 0 0';
+
+ float f = (self.owner.weapon_nextthink - time);
+ if (self.state == WS_RAISE && !intermission_running)
+ {
+ entity newwep = get_weaponinfo(self.owner.switchweapon);
+ f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
+ //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_DROP && !intermission_running)
+ {
+ entity oldwep = get_weaponinfo(self.owner.weapon);
+ f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
+ //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_CLEAR)
+ {
+ f = 1;
+ self.angles_x = -90 * f * f;
+ }
+}
+
+void CL_ExteriorWeaponentity_Think()
+{
+ float tag_found;
+ self.nextthink = time;
+ if (self.owner.exteriorweaponentity != self)
+ {
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+ if (self.owner.weaponname != "")
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
+ else
+ self.model = "";
+
+ if((tag_found = gettagindex(self.owner, "tag_weapon")))
+ {
+ self.tag_index = tag_found;
+ self.tag_entity = self.owner;
+ }
+ else
+ setattachment(self, self.owner, "bip01 r hand");
+ }
+ self.effects = self.owner.effects;
+ self.effects |= EF_LOWPRECISION;
+ self.effects = self.effects & EFMASK_CHEAP; // eat performance
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+// spawning weaponentity for client
+void CL_SpawnWeaponentity()
+{
+ self.weaponentity = spawn();
+ self.weaponentity.classname = "weaponentity";
+ self.weaponentity.solid = SOLID_NOT;
+ self.weaponentity.owner = self;
+ setmodel(self.weaponentity, ""); // precision set when changed
+ setorigin(self.weaponentity, '0 0 0');
+ self.weaponentity.angles = '0 0 0';
+ self.weaponentity.viewmodelforclient = self;
+ self.weaponentity.flags = 0;
+ self.weaponentity.think = CL_Weaponentity_Think;
+ self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+ self.weaponentity.nextthink = time;
+
+ self.exteriorweaponentity = spawn();
+ self.exteriorweaponentity.classname = "exteriorweaponentity";
+ self.exteriorweaponentity.solid = SOLID_NOT;
+ self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
+ self.exteriorweaponentity.owner = self;
+ setorigin(self.exteriorweaponentity, '0 0 0');
+ self.exteriorweaponentity.angles = '0 0 0';
+ self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
+ self.exteriorweaponentity.nextthink = time;
+
+ {
+ entity oldself = self;
+ self = self.exteriorweaponentity;
+ CSQCMODEL_AUTOINIT();
+ self = oldself;
+ }
+}
+
+// Weapon subs
+void w_clear()
+{
+ if (self.weapon != -1)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ }
+ if (self.weaponentity)
+ {
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponentity.effects = 0;
+ }
+}
+
+void w_ready()
+{
+ if (self.weaponentity)
+ self.weaponentity.state = WS_READY;
+ weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
+}
+
+.float prevdryfire;
+.float prevwarntime;
+float weapon_prepareattack_checkammo(float secondary)
+{
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
+ {
+ // always keep the Mine Layer if we placed mines, so that we can detonate them
+ entity mine;
+ if(self.weapon == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ return FALSE;
+
+ if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ {
+ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+ self.prevdryfire = time;
+ }
+
+ if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+ {
+ if(time - self.prevwarntime > 1)
+ {
+ Send_Notification(
+ NOTIF_ONE,
+ self,
+ MSG_MULTI,
+ ITEM_WEAPON_PRIMORSEC,
+ self.weapon,
+ secondary,
+ (1 - secondary)
+ );
+ }
+ self.prevwarntime = time;
+ }
+ else // this weapon is totally unable to fire, switch to another one
+ {
+ W_SwitchToOtherWeapon(self);
+ }
+
+ return FALSE;
+ }
+ return TRUE;
+}
+.float race_penalty;
+float weapon_prepareattack_check(float secondary, float attacktime)
+{
+ if(!weapon_prepareattack_checkammo(secondary))
+ return FALSE;
+
+ //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
+ //if all players readied up and the countdown is running
+ if(time < game_starttime || time < self.race_penalty) {
+ return FALSE;
+ }
+
+ if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
+ return FALSE;
+
+ // do not even think about shooting if switching
+ if(self.switchweapon != self.weapon)
+ return FALSE;
+
+ if(attacktime >= 0)
+ {
+ // don't fire if previous attack is not finished
+ if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
+ return FALSE;
+ // don't fire while changing weapon
+ if (self.weaponentity.state != WS_READY)
+ return FALSE;
+ }
+
+ return TRUE;
+}
+float weapon_prepareattack_do(float secondary, float attacktime)
+{
+ self.weaponentity.state = WS_INUSE;
+
+ self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
+
+ // if the weapon hasn't been firing continuously, reset the timer
+ if(attacktime >= 0)
+ {
+ if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
+ {
+ ATTACK_FINISHED(self) = time;
+ //dprint("resetting attack finished to ", ftos(time), "\n");
+ }
+ ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
+ }
+ self.bulletcounter += 1;
+ //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
+ return TRUE;
+}
+float weapon_prepareattack(float secondary, float attacktime)
+{
+ if(weapon_prepareattack_check(secondary, attacktime))
+ {
+ weapon_prepareattack_do(secondary, attacktime);
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+void weapon_thinkf(float fr, float t, void() func)
+{
+ vector a;
+ vector of, or, ou;
+ float restartanim;
+
+ if(fr == WFRAME_DONTCHANGE)
+ {
+ fr = self.weaponentity.wframe;
+ restartanim = FALSE;
+ }
+ else if (fr == WFRAME_IDLE)
+ restartanim = FALSE;
+ else
+ restartanim = TRUE;
+
+ of = v_forward;
+ or = v_right;
+ ou = v_up;
+
+ if (self.weaponentity)
+ {
+ self.weaponentity.wframe = fr;
+ a = '0 0 0';
+ if (fr == WFRAME_IDLE)
+ a = self.weaponentity.anim_idle;
+ else if (fr == WFRAME_FIRE1)
+ a = self.weaponentity.anim_fire1;
+ else if (fr == WFRAME_FIRE2)
+ a = self.weaponentity.anim_fire2;
+ else // if (fr == WFRAME_RELOAD)
+ a = self.weaponentity.anim_reload;
+ a_z *= g_weaponratefactor;
+ setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+ }
+
+ v_forward = of;
+ v_right = or;
+ v_up = ou;
+
+ if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
+ {
+ backtrace("Tried to override initial weapon think function - should this really happen?");
+ }
+
+ t *= W_WeaponRateFactor();
+
+ // VorteX: haste can be added here
+ if (self.weapon_think == w_ready)
+ {
+ self.weapon_nextthink = time;
+ //dprint("started firing at ", ftos(time), "\n");
+ }
+ if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
+ {
+ self.weapon_nextthink = time;
+ //dprint("reset weapon animation timer at ", ftos(time), "\n");
+ }
+ self.weapon_nextthink = self.weapon_nextthink + t;
+ self.weapon_think = func;
+ //dprint("next ", ftos(self.weapon_nextthink), "\n");
+
+ if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
+ {
+ if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
+ animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
+ else
+ animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
+ }
+ else
+ {
+ if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
+ self.anim_upper_action = 0;
+ }
+}
+
+float forbidWeaponUse()
+{
+ if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
+ return 1;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ return 1;
+ if(self.player_blocked)
+ return 1;
+ if(self.freezetag_frozen)
+ return 1;
+ return 0;
+}
+
+void W_WeaponFrame()
+{
+ vector fo, ri, up;
+
+ if (frametime)
+ self.weapon_frametime = frametime;
+
+ if (!self.weaponentity || self.health < 1)
+ return; // Dead player can't use weapons and injure impulse commands
+
+ if(forbidWeaponUse())
+ if(self.weaponentity.state != WS_CLEAR)
+ {
+ w_ready();
+ return;
+ }
+
+ if(!self.switchweapon)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponname = "";
+ self.items &~= IT_AMMO;
+ return;
+ }
+
+ makevectors(self.v_angle);
+ fo = v_forward; // save them in case the weapon think functions change it
+ ri = v_right;
+ up = v_up;
+
+ // Change weapon
+ if (self.weapon != self.switchweapon)
+ {
+ if (self.weaponentity.state == WS_CLEAR)
+ {
+ // end switching!
+ self.switchingweapon = self.switchweapon;
+ entity newwep = get_weaponinfo(self.switchweapon);
+
+ self.items &~= IT_AMMO;
+ self.items = self.items | (newwep.items & IT_AMMO);
+
+ // the two weapon entities will notice this has changed and update their models
+ self.weapon = self.switchweapon;
+ self.weaponname = newwep.mdl;
+ self.bulletcounter = 0; // WEAPONTODO
+ WEP_ACTION(self.switchweapon, WR_SETUP);
+ self.weaponentity.state = WS_RAISE;
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+ {
+ self.clip_load = self.(weapon_load[self.switchweapon]);
+ self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
+ }
+ else
+ self.clip_load = self.clip_size = 0;
+
+ // VorteX: add player model weapon select frame here
+ // setcustomframe(PlayerWeaponRaise);
+ weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
+ weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
+ }
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
+ else if (self.weaponentity.state == WS_READY)
+ {
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+
+ entity oldwep = get_weaponinfo(self.weapon);
+
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
+ {
+#endif
+ sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ self.weaponentity.state = WS_DROP;
+ // set up weapon switch think in the future, and start drop anim
+ weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
+ weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ }
+#endif
+ }
+ }
+
+ // LordHavoc: network timing test code
+ //if (self.button0)
+ // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
+
+ float w;
+ w = self.weapon;
+
+ // call the think code which may fire the weapon
+ // and do so multiple times to resolve framerate dependency issues if the
+ // server framerate is very low and the weapon fire rate very high
+ float c;
+ c = 0;
+ while (c < W_TICSPERFRAME)
+ {
+ c = c + 1;
+ if(w && !WEPSET_CONTAINS_EW(self, w))
+ {
+ if(self.weapon == self.switchweapon)
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w = 0;
+ }
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
+ if(w)
+ WEP_ACTION(self.weapon, WR_THINK);
+ else
+ WEP_ACTION(self.weapon, WR_GONETHINK);
+
+ if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
+ {
+ if(self.weapon_think)
+ {
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+ self.weapon_think();
+ }
+ else
+ bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
+ }
+ }
+
+#if 0
+ if (self.items & IT_CELLS)
+ self.currentammo = self.ammo_cells;
+ else if (self.items & IT_ROCKETS)
+ self.currentammo = self.ammo_rockets;
+ else if (self.items & IT_NAILS)
+ self.currentammo = self.ammo_nails;
+ else if (self.items & IT_SHELLS)
+ self.currentammo = self.ammo_shells;
+ else
+ self.currentammo = 1;
+#endif
+}
+
+void weapon_boblayer1(float spd, vector org)
+{
+ // VorteX: haste can be added here
+}
+
+vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
+{
+ vector mdirection;
+ float mspeed;
+ vector outvelocity;
+
+ mvelocity = mvelocity * g_weaponspeedfactor;
+
+ mdirection = normalize(mvelocity);
+ mspeed = vlen(mvelocity);
+
+ outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
+
+ return outvelocity;
+}
+
+void W_AttachToShotorg(entity flash, vector offset)
+{
+ entity xflash;
+ flash.owner = self;
+ flash.angles_z = random() * 360;
+
+ if(gettagindex(self.weaponentity, "shot"))
+ setattachment(flash, self.weaponentity, "shot");
+ else
+ setattachment(flash, self.weaponentity, "tag_shot");
+ setorigin(flash, offset);
+
+ xflash = spawn();
+ copyentity(flash, xflash);
+
+ flash.viewmodelforclient = self;
+
+ if(self.weaponentity.oldorigin_x > 0)
+ {
+ setattachment(xflash, self.exteriorweaponentity, "");
+ setorigin(xflash, self.weaponentity.oldorigin + offset);
+ }
+ else
+ {
+ if(gettagindex(self.exteriorweaponentity, "shot"))
+ setattachment(xflash, self.exteriorweaponentity, "shot");
+ else
+ setattachment(xflash, self.exteriorweaponentity, "tag_shot");
+ setorigin(xflash, offset);
+ }
+}
+
+#if 0
+float mspercallsum;
+float mspercallsstyle;
+float mspercallcount;
+#endif
+void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
+{
+ if(missile.owner == world)
+ error("Unowned missile");
+
+ dir = dir + upDir * (pUpSpeed / pSpeed);
+ dir_z += pZSpeed / pSpeed;
+ pSpeed *= vlen(dir);
+ dir = normalize(dir);
+
+#if 0
+ if(autocvar_g_projectiles_spread_style != mspercallsstyle)
+ {
+ mspercallsum = mspercallcount = 0;
+ mspercallsstyle = autocvar_g_projectiles_spread_style;
+ }
+ mspercallsum -= gettime(GETTIME_HIRES);
+#endif
+ dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+#if 0
+ mspercallsum += gettime(GETTIME_HIRES);
+ mspercallcount += 1;
+ print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+#endif
+
+ missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
+}
+
+void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
+{
+ W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
+}
+
+#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
+#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
+
+void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) // WEAPONTODO: why does this have ammo_type?
+{
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
+ return;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(ammo_reload)
+ {
+ self.clip_load -= ammo_use;
+ self.(weapon_load[self.weapon]) = self.clip_load;
+ }
+ else
+ self.(self.current_ammo) -= ammo_use;
+}
+
+// weapon reloading code
+
+.float reload_ammo_amount, reload_ammo_min, reload_time;
+.float reload_complain;
+.string reload_sound;
+
+void W_ReloadedAndReady()
+{
+ // finish the reloading process, and do the ammo transfer
+
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.current_ammo) -= 1;
+ }
+ }
+ self.(weapon_load[self.weapon]) = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
+ w_ready();
+}
+
+void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
+{
+ // set global values to work with
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = sent_ammo_amount;
+ self.reload_time = sent_time;
+ self.reload_sound = sent_sound;
+
+ // check if we meet the necessary conditions to reload
+
+ entity e;
+ e = get_weaponinfo(self.weapon);
+
+ // don't reload weapons that don't have the RELOADABLE flag
+ if not(e.spawnflags & WEP_FLAG_RELOADABLE)
+ {
+ dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+ return;
+ }
+
+ // return if reloading is disabled for this weapon
+ if(!self.reload_ammo_amount)
+ return;
+
+ // our weapon is fully loaded, no need to reload
+ if (self.clip_load >= self.reload_ammo_amount)
+ return;
+
+ // no ammo, so nothing to load
+ if(!self.(self.current_ammo) && self.reload_ammo_min)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(IS_REAL_CLIENT(self) && self.reload_complain < time)
+ {
+ play2(self, "weapons/unavailable.wav");
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
+ self.reload_complain = time + 1;
+ }
+ // switch away if the amount of ammo is not enough to keep using this weapon
+ if not(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ {
+ self.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(self);
+ }
+ return;
+ }
+
+ if (self.weaponentity)
+ {
+ if (self.weaponentity.wframe == WFRAME_RELOAD)
+ return;
+
+ // allow switching away while reloading, but this will cause a new reload!
+ self.weaponentity.state = WS_READY;
+ }
+
+ // now begin the reloading process
+
+ sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
+
+ if(self.clip_load < 0)
+ self.clip_load = 0;
+ self.old_clip_load = self.clip_load;
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;
+}
--- /dev/null
+float weaponswapping;
+float internalteam;
+
+void weapon_defaultspawnfunc(float wpn);