From: Samual Lenks Date: Mon, 1 Jul 2013 08:43:53 +0000 (-0400) Subject: Rename main.qc to weaponsystem.qc X-Git-Tag: xonotic-v0.8.0~152^2~346 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=459025727460dcd55b9b90b03acbaff163cd3a57;p=xonotic%2Fxonotic-data.pk3dir.git Rename main.qc to weaponsystem.qc --- diff --git a/qcsrc/server/weapons/main.qc b/qcsrc/server/weapons/main.qc deleted file mode 100644 index 68c78aa9b..000000000 --- a/qcsrc/server/weapons/main.qc +++ /dev/null @@ -1,1162 +0,0 @@ -/* -=========================================================================== - - 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; -} diff --git a/qcsrc/server/weapons/main.qh b/qcsrc/server/weapons/main.qh deleted file mode 100644 index bd60f4b01..000000000 --- a/qcsrc/server/weapons/main.qh +++ /dev/null @@ -1,4 +0,0 @@ -float weaponswapping; -float internalteam; - -void weapon_defaultspawnfunc(float wpn); diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc new file mode 100644 index 000000000..68c78aa9b --- /dev/null +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -0,0 +1,1162 @@ +/* +=========================================================================== + + 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; +} diff --git a/qcsrc/server/weapons/weaponsystem.qh b/qcsrc/server/weapons/weaponsystem.qh new file mode 100644 index 000000000..bd60f4b01 --- /dev/null +++ b/qcsrc/server/weapons/weaponsystem.qh @@ -0,0 +1,4 @@ +float weaponswapping; +float internalteam; + +void weapon_defaultspawnfunc(float wpn);