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- // weapon.cpp: all shooting and effects code
-
- #include "cube.h"
- #include "bot/bot.h"
-
- struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back; bool isauto; };
-
- const int SGRAYS = 21; //down from 21, must be 32 or less (default)
- const float SGSPREAD = 2;
- vec sg[SGRAYS];
-
- char *gunnames[NUMGUNS] = { "knife", "pistol", "shotgun", "subgun", "sniper", "assault", "grenade" };
-
- guninfo guns[NUMGUNS] =
- {
- { S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, false },
- { S_PISTOL, S_RPISTOL, 1400, 170, 19, 0, 0, 80, 10, 8, 6, 5, false }, // *SGRAYS
- { S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 5, 0, 0, 1, 35, 7, 9, 9, false }, //reload time is for 1 shell from 7 too powerful to 6
- { S_SUBGUN, S_RSUBGUN, 1650, 80, 16, 0, 0, 70, 15, 30, 1, 2, true },
- { S_SNIPER, S_RSNIPER, 1950, 1500, 85, 0, 0, 60, 50, 5, 4, 4, false },
- { S_ASSAULT, S_RASSAULT, 2000, 130, 24, 0, 0, 20, 40, 15, 0, 2, true }, //recoil was 44
- { S_NULL, S_NULL, 1000, 1200, 150, 20, 6, 1, 1, 1, 3, 1, false },
- };
-
- int nadetimer = 2000; // detonate after $ms
- bool gun_changed = false;
-
- void checkweaponswitch()
- {
- if(!player1->weaponchanging) return;
- int timeprogress = lastmillis-player1->lastaction;
- if(timeprogress>WEAPONCHANGE_TIME)
- {
- gun_changed = true;
- player1->weaponchanging = false;
- player1->lastaction = 0;
- }
- else if(timeprogress>WEAPONCHANGE_TIME/2)
- {
- if((!player1->akimbo && player1->akimbomillis && player1->nextweapon==GUN_PISTOL) ||
- (player1->akimbo && !player1->akimbomillis && player1->gunselect==GUN_PISTOL))
- player1->akimbo = !player1->akimbo;
- player1->gunselect = player1->nextweapon;
- }
- }
-
- void weaponswitch(int gun)
- {
- player1->weaponchanging = true;
- player1->thrownademillis = 0;
- player1->lastaction = player1->akimbolastaction[0] = player1->akimbolastaction[1] = lastmillis;
- player1->nextweapon = gun;
- playsound(S_GUNCHANGE);
- }
-
- void weapon(int gun)
- {
- if(gun == player1->gunselect) return;
- if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return;
- if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return;
-
- if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return;
- if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return;
- if(m_nopistol && gun == GUN_PISTOL) return;
- if(gun == GUN_GRENADE && !player1->mag[GUN_GRENADE]) return;
-
- setscope(false);
- weaponswitch(gun);
- }
-
- void shiftweapon(int s)
- {
- for(int i = 0; i < NUMGUNS && !player1->weaponchanging; i++)
- {
- int trygun = player1->gunselect + s + (s < 0 ? -i : i);
- if((trygun %= NUMGUNS) < 0) trygun += NUMGUNS;
- weapon(trygun);
- }
- }
-
- int currentprimary() { return player1->primary; }
- int curweapon() { return player1->gunselect; }
- int magcontent(int gun) { if(gun > 0 && gun < NUMGUNS) return player1->mag[gun]; else return -1;}
-
- COMMAND(weapon, ARG_1INT);
- COMMAND(shiftweapon, ARG_1INT);
- COMMAND(currentprimary, ARG_1EST);
- COMMAND(curweapon, ARG_1EXP);
- COMMAND(magcontent, ARG_1EXP);
-
- VAR(scopefov, 5, 50, 50);
- bool scoped = false;
- int oldfov = 100;
-
- void setscope(bool activate)
- {
- if(player1->gunselect != GUN_SNIPER || player1->state == CS_DEAD) return;
- if(activate == scoped) return;
- if(activate)
- {
- oldfov = getvar("fov");
- setvar("fov", scopefov);
- }
- else
- {
- setvar("fov", oldfov);
- }
- scoped = activate;
- }
-
- COMMAND(setscope, ARG_1INT);
-
- void reload(playerent *d)
- {
- if(demoplayback) { setvar("gamespeed", getvar("gamespeed") != 100 ? 100 : 35); return; }
- if(!d || d->state!=CS_ALIVE || d->reloading || d->weaponchanging) return;
- if(!reloadable_gun(d->gunselect) || d->ammo[d->gunselect]<=0) return;
- if(d->mag[d->gunselect] >= (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize) return;
- if(d == player1) setscope(false);
-
- d->reloading = true;
- d->lastaction = lastmillis;
- d->akimbolastaction[0] = d->akimbolastaction[1] = lastmillis;
- d->gunwait = guns[d->gunselect].reloadtime;
-
- int numbullets = (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize - d->mag[d->gunselect];
-
- if(has_akimbo(d)) numbullets = guns[d->gunselect].magsize * 2 - d->mag[d->gunselect];
-
- if(numbullets > d->ammo[d->gunselect]) numbullets = d->ammo[d->gunselect];
- d->mag[d->gunselect] += numbullets;
- d->ammo[d->gunselect] -= numbullets;
-
- if(has_akimbo(d)) playsoundc(S_RAKIMBO);
- else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, &d->o);
- else playsoundc(guns[d->gunselect].reload);
- }
-
- void selfreload() { reload(player1); }
- COMMANDN(reload, selfreload, ARG_NONE);
-
- int reloadtime(int gun) { return guns[gun].reloadtime; }
- int attackdelay(int gun) { return guns[gun].attackdelay; }
- int magsize(int gun) { return guns[gun].magsize; }
- int kick_rot(int gun) { return guns[gun].mdl_kick_rot; }
- int kick_back(int gun) { return guns[gun].mdl_kick_back; }
-
- void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
- {
- float f = to.dist(from)*SGSPREAD/1000;
- loopi(SGRAYS)
- {
- #define RNDD (rnd(101)-50)*f
- vec r(RNDD, RNDD, RNDD);
- sg[i] = to;
- sg[i].add(r);
- #undef RNDD
- }
- }
-
- bool intersect(dynent *d, vec &from, vec &to, vec *end) // if lineseg hits entity bounding box
- {
- vec v = to, w = d->o, *p;
- v.sub(from);
- w.sub(from);
- float c1 = w.dot(v);
-
- if(c1<=0) p = &from;
- else
- {
- float c2 = v.squaredlen();
- if(c2<=c1) p = &to;
- else
- {
- float f = c1/c2;
- v.mul(f).add(from);
- p = &v;
- }
- }
-
- return p->x <= d->o.x+d->radius
- && p->x >= d->o.x-d->radius
- && p->y <= d->o.y+d->radius
- && p->y >= d->o.y-d->radius
- && p->z <= d->o.z+d->aboveeye
- && p->z >= d->o.z-d->eyeheight;
- }
-
- playerent *intersectclosest(vec &from, vec &to, int &n, playerent *at)
- {
- playerent *best = NULL;
- float bestdist = 1e16f;
- if(at!=player1 && player1->state==CS_ALIVE && intersect(player1, from, to))
- {
- best = player1;
- bestdist = at->o.dist(player1->o);
- n = getclientnum();
- }
- loopv(players)
- {
- playerent *o = players[i];
- if(!o || o==at || o->state!=CS_ALIVE) continue;
- if(!intersect(o, from, to)) continue;
- float dist = at->o.dist(o->o);
- if(dist<bestdist)
- {
- best = o;
- bestdist = dist;
- n = i;
- }
- }
- return best;
- }
-
- playerent *playerincrosshair()
- {
- if(demoplayback) return NULL;
- int n;
- return intersectclosest(player1->o, worldpos, n, player1);
- }
-
- const int MAXPROJ = 100;
- struct projectile { vec o, to; float speed; playerent *owner; int gun; bool inuse, local; };
- projectile projs[MAXPROJ];
-
- void projreset() { loopi(MAXPROJ) projs[i].inuse = false; }
-
- void newprojectile(vec &from, vec &to, float speed, bool local, playerent *owner, int gun)
- {
- loopi(MAXPROJ)
- {
- projectile *p = &projs[i];
- if(p->inuse) continue;
- p->inuse = true;
- p->o = from;
- p->to = to;
- p->speed = speed;
- p->local = local;
- p->owner = owner;
- p->gun = gun;
- return;
- }
- }
-
- void hit(int target, int damage, playerent *d, playerent *at, bool gib=false)
- {
- if(d==player1 || d->type==ENT_BOT) dodamage(damage, -1, at, gib, d);
- else
- {
- addmsg(gib ? SV_GIBDAMAGE : SV_DAMAGE, "ri3", target, damage, d->lifesequence);
- playsound(S_PAIN1+rnd(5), &d->o);
- }
- particle_splash(3, damage, 1000, d->o);
- demodamage(damage, d->o);
- }
-
- const float RL_DAMRAD = 10;
-
- void radialeffect(playerent *o, vec &v, int cn, int qdam, playerent *at)
- {
- if(o->state!=CS_ALIVE) return;
- vec temp;
- float dist = o->o.dist(v, temp);
- dist -= 2; // account for eye distance imprecision
- if(dist<RL_DAMRAD)
- {
- if(dist<0) dist = 0;
- int damage = (int)(qdam*(1-(dist/RL_DAMRAD)));
- hit(cn, damage, o, at, true);
- o->vel.add(temp.mul((RL_DAMRAD-dist)*damage/800));
- }
- }
-
- void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int qdam)
- {
- particle_splash(0, 50, 300, v);
- p->inuse = false;
- if(p->gun!=GUN_GRENADE)
- {
- playsound(S_FEXPLODE, &v);
- // no push?
- }
- else
- {
- //playsound(S_RLHIT, &v);
- particle_fireball(5, v);
- dodynlight(vold, v, 0, 0, p->owner);
- if(!p->local) return;
- radialeffect(player1, v, -1, qdam, p->owner);
- loopv(players)
- {
- if(i==notthisplayer) continue;
- playerent *o = players[i];
- if(!o) continue;
- radialeffect(o, v, i, qdam, p->owner);
- }
- }
- }
-
- inline void projdamage(playerent *o, projectile *p, vec &v, int i, int qdam)
- {
- if(o->state!=CS_ALIVE) return;
- if(intersect(o, p->o, v))
- {
- splash(p, v, p->o, i, qdam);
- hit(i, qdam, o, p->owner, true); //fixme
- }
- }
-
- void moveprojectiles(float time)
- {
- loopi(MAXPROJ)
- {
- projectile *p = &projs[i];
- if(!p->inuse) continue;
- //int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);
- int qdam = guns[p->gun].damage;
- vec v;
- float dist = p->to.dist(p->o, v);
- float dtime = dist*1000/p->speed;
- if(time>dtime) dtime = time;
- v.mul(time/dtime).add(p->o);
- if(p->local)
- {
- loopvj(players)
- {
- playerent *o = players[j];
- if(!o) continue;
- projdamage(o, p, v, j, qdam);
- }
- if(p->owner!=player1) projdamage(player1, p, v, -1, qdam);
- }
- if(p->inuse)
- {
- if(time==dtime) splash(p, v, p->o, -1, qdam);
- else
- {
- if(p->gun==GUN_GRENADE) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); }
- else { particle_splash(1, 1, 200, v); particle_splash(guns[p->gun].part, 1, 1, v); }
- // Added by Rick
- traceresult_s tr;
- TraceLine(p->o, v, p->owner, true, &tr);
- if (tr.collided) splash(p, v, p->o, -1, qdam);
- // End add
- }
- }
- p->o = v;
- }
- }
-
- vector<bounceent *> bounceents;
-
- bounceent *newbounceent()
- {
- bounceent *p = new bounceent;
- bounceents.add(p);
- return p;
- }
-
- void explode_nade(bounceent *i);
-
- void movebounceents()
- {
- loopv(bounceents) if(bounceents[i])
- {
- bounceent *p = bounceents[i];
- if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, false);
-
- if(lastmillis - p->millis >= p->timetolife)
- {
- if(p->bouncestate==NADE_ACTIVATED || p->bouncestate==NADE_THROWED) explode_nade(bounceents[i]);
- delete p;
- bounceents.remove(i);
- i--;
- }
- }
- }
-
- void clearbounceents()
- {
- if(gamespeed==100);
- else if(multiplayer(false)) bounceents.add((bounceent *)player1);
- loopv(bounceents) if(bounceents[i]) { delete bounceents[i]; bounceents.remove(i--); }
- }
-
- void renderbounceents()
- {
- loopv(bounceents)
- {
- bounceent *p = bounceents[i];
- if(!p) continue;
- string model;
- float z = p->o.z;
-
- switch(p->bouncestate)
- {
- case NADE_THROWED:
- s_strcpy(model, "weapons/grenade/static");
- break;
- case GIB:
- default:
- {
- uint n = (((4*(uint)(size_t)p)+(uint)p->timetolife)%3)+1;
- s_sprintf(model)("misc/gib0%u", n);
- int t = lastmillis-p->millis;
- if(t>p->timetolife-2000)
- {
- t -= p->timetolife-2000;
- z -= t*t/4000000000.0f*t;
- }
- break;
- }
- }
- path(model);
- rendermodel(model, ANIM_MAPMODEL|ANIM_LOOP, 0, 1.1f, p->o.x, p->o.y, z, p->yaw+90, p->pitch);
- }
- }
-
- VARP(gibnum, 0, 6, 1000);
- VARP(gibttl, 0, 5000, 15000);
- VARP(gibspeed, 1, 30, 100);
-
- void addgib(playerent *d)
- {
- if(!d) return;
- playsound(S_GIB, &d->o);
-
- loopi(gibnum)
- {
- bounceent *p = newbounceent();
- p->owner = d;
- p->millis = lastmillis;
- p->timetolife = gibttl+rnd(10)*100;
- p->bouncestate = GIB;
-
- p->o = d->o;
- p->o.z -= d->aboveeye;
-
- p->yaw = (float)rnd(360);
- p->pitch = (float)rnd(360);
-
- p->maxspeed = 30.0f;
- p->rotspeed = 3.0f;
-
- const float angle = (float)rnd(360);
- const float speed = (float)gibspeed;
-
- p->vel.x = sinf(RAD*angle)*rnd(1000)/1000.0f;
- p->vel.y = cosf(RAD*angle)*rnd(1000)/1000.0f;
- p->vel.z = rnd(1000)/1000.0f;
- p->vel.mul(speed/100.0f);
- }
- }
-
- void thrownade(playerent *d, const vec &vel, bounceent *p)
- {
- if(!d || !p) return;
- vec dir(vel);
- dir.mul(1.1f*d->radius);
- p->vel = vel;
- p->o.add(dir);
- p->o.add(d->o);
- loopi(10) moveplayer(p, 10, true, 10);
-
- p->bouncestate = NADE_THROWED;
- d->thrownademillis = lastmillis;
- d->inhandnade = NULL;
-
- if(d==player1)
- {
- player1->lastaction = lastmillis;
- addmsg(SV_SHOT, "ri8", d->gunselect, (int)(d->o.x*DMF), (int)(d->o.y*DMF), (int)(d->o.z*DMF), (int)(vel.x*DMF), (int)(vel.y*DMF), (int)(vel.z*DMF), lastmillis-p->millis);
- }
- }
-
- void thrownade(playerent *d, bounceent *p)
- {
- if(!d || !p) return;
- const float speed = cosf(RAD*d->pitch);
- vec vel(sinf(RAD*d->yaw)*speed, -cosf(RAD*d->yaw)*speed, sinf(RAD*d->pitch));
- vel.mul(1.5f);
- thrownade(d, vel, p);
- }
-
- bounceent *new_nade(playerent *d, int millis = 0)
- {
- bounceent *p = newbounceent();
- p->owner = d;
- p->millis = lastmillis;
- p->timetolife = 2000-millis;
- p->bouncestate = NADE_ACTIVATED;
- p->maxspeed = 27.0f;
- p->rotspeed = 6.0f;
-
- d->inhandnade = p;
- d->thrownademillis = 0;
- if(d==player1 && !demoplayback) playsoundc(S_GRENADEPULL);
- return p;
- }
-
- void explode_nade(bounceent *i)
- {
- if(!i) return;
- if(i->bouncestate != NADE_THROWED) thrownade(i->owner, vec(0,0,0), i);
- playsound(S_FEXPLODE, &i->o);
- newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE);
- }
-
- void shootv(int gun, vec &from, vec &to, playerent *d, bool local, int nademillis) // create visual effect from a shot
- {
- if(guns[gun].sound) playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
- switch(gun)
- {
- case GUN_KNIFE:
- break;
-
- case GUN_SHOTGUN:
- {
- loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
- if(addbullethole(from, to))
- {
- int holes = 3+rnd(5);
- loopi(holes) addbullethole(from, sg[i], 0);
- }
- break;
- }
-
- case GUN_PISTOL:
- case GUN_SUBGUN:
- case GUN_ASSAULT:
- {
- addbullethole(from, to);
- addshotline(d, from, to);
- particle_splash(0, 5, 250, to);
- if(!local && !CMPB(guns, 0xc7d70531)) player1->clientnum += 250*(int)to.dist(from);
- break;
- }
-
- case GUN_GRENADE:
- {
- if(d!=player1 || demoplayback)
- {
- bounceent *p = new_nade(d, nademillis);
- thrownade(d, to, p);
- }
- break;
- }
-
- case GUN_SNIPER:
- {
- addbullethole(from, to);
- addshotline(d, from, to);
- particle_splash(0, 50, 200, to);
- particle_trail(1, 500, from, to);
- break;
- }
- }
- }
-
- void hitpush(int target, int damage, playerent *d, playerent *at, vec &from, vec &to, bool gib = false)
- {
- hit(target, damage, d, at, gib);
- vec v;
- float dist = to.dist(from, v);
- v.mul(damage/dist/50);
- d->vel.add(v);
- }
-
- void shorten(vec &from, vec &to, vec &target)
- {
- target.sub(from).normalize().mul(from.dist(to)).add(from);
- }
-
- const float HEADSIZE = 0.8f;
- vec hitpos;
-
- void raydamage(vec &from, vec &to, playerent *d)
- {
- int i = -1, gdam = guns[d->gunselect].damage;
- playerent *o = NULL;
- if(d->gunselect==GUN_SHOTGUN)
- {
- uint done = 0;
- playerent *cl = NULL;
- int n = -1;
- for(;;)
- {
- bool raysleft = false;
- int damage = 0;
- o = NULL;
- loop(r, SGRAYS) if((done&(1<<r))==0 && (cl = intersectclosest(from, sg[r], n, d)))
- {
- if(!o || o==cl)
- {
- damage += gdam;
- o = cl;
- done |= 1<<r;
- i = n;
- shorten(from, o->o, sg[r]);
- }
- else raysleft = true;
- }
- if(damage) hitpush(i, damage, o, d, from, to);
- if(!raysleft) break;
- }
- }
- else if((o = intersectclosest(from, to, i, d)))
- {
- bool gib = false;
- if(d->gunselect==GUN_KNIFE) gib = true;
- else if(d==player1 && d->gunselect==GUN_SNIPER
- && worldpos!=hitpos && hitpos.z>=o->o.z+o->aboveeye-HEADSIZE
- && intersect(o, from, hitpos))
- {
- gdam *= 3;
- gib = true;
- }
-
- hitpush(i, gdam, o, d, from, to, gib);
- shorten(from, o->o, to);
- }
- }
-
- void spreadandrecoil(vec &from, vec &to, playerent *d)
- {
- //nothing special for a knife
- if (d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return;
-
- //spread
- vec unitv;
- float dist = to.dist(from, unitv);
- float f = dist/1000;
- int spd = guns[d->gunselect].spread;
-
- //recoil
- float rcl = guns[d->gunselect].recoil*-0.01f;
-
- if(d->gunselect==GUN_ASSAULT)
- {
- if(d->shots > 3)
- spd = 70;
- rcl += (rnd(8)*-0.01f);
- }
-
- if((d->gunselect==GUN_SNIPER) /*&& (d->vel.x<.25f && d->vel.y<.25f)*/ && scoped)
- {
- spd = 1;
- rcl = rcl / 3;
- }
-
- if(d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
- {
- #define RNDD (rnd(spd)-spd/2)*f
- vec r(RNDD, RNDD, RNDD);
- to.add(r);
- #undef RNDD
- }
-
- //increase pitch for recoil
- d->vel.add(vec(unitv).mul(rcl/dist));
-
- if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
- }
-
- bool hasammo(playerent *d) // bot mod
- {
- if(!d->mag[d->gunselect])
- {
- if (d->type==ENT_BOT) playsound(S_NOAMMO, &d->o);
- else playsoundc(S_NOAMMO);
- d->gunwait = 250;
- d->lastaction = lastmillis;
- d->lastattackgun = -1;
- return false;
- } else return true;
- }
-
- VARP(autoreload, 0, 1, 1);
-
- const int grenadepulltime = 650;
- bool akimboside = false;
-
- void shoot(playerent *d, vec &targ)
- {
- int attacktime = lastmillis-d->lastaction;
-
- vec from = d->o;
- vec to = targ;
-
- if(d->gunselect==GUN_GRENADE)
- {
- d->shots = 0;
-
- if(d->thrownademillis && attacktime >= 13*(1000/25))
- {
- d->weaponchanging = true;
- d->nextweapon = d->mag[GUN_GRENADE] ? GUN_GRENADE : d->primary;
- d->thrownademillis = 0;
- d->lastaction = lastmillis-1-WEAPONCHANGE_TIME/2;
- }
-
- if(d->weaponchanging || attacktime<d->gunwait) return;
- d->gunwait = 0;
- d->reloading = false;
-
- if(d->attacking && !d->inhandnade) // activate
- {
- if(!hasammo(d)) return;
- d->mag[d->gunselect]--;
- new_nade(d);
- d->gunwait = grenadepulltime;
- d->lastaction = lastmillis;
- d->lastattackgun = d->gunselect;
- }
- else if(!d->attacking && d->inhandnade && attacktime>grenadepulltime) thrownade(d, d->inhandnade);
- return;
- }
- else
- {
- if(autoreload && d == player1 && !d->mag[d->gunselect] && lastmillis-d->lastaction>guns[d->gunselect].attackdelay) { reload(d); return; }
- if(d->weaponchanging || attacktime<d->gunwait) return;
- d->gunwait = 0;
- d->reloading = false;
-
- if(!d->attacking) { d->shots = 0; return; }
- d->lastaction = lastmillis;
- d->lastattackgun = d->gunselect;
-
- if(d->gunselect!=GUN_KNIFE && !hasammo(d)) { d->shots = 0; return; }
-
- if(guns[d->gunselect].isauto) d->shots++;
- else d->attacking = false;
-
- if(d->gunselect==GUN_PISTOL && d->akimbo)
- {
- d->attacking = true; // make akimbo auto
- d->akimbolastaction[akimboside?1:0] = lastmillis;
- akimboside = !akimboside;
- }
-
- if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--;
- from.z -= 0.2f; // below eye
- if(attacktime<d->gunwait) from = to;
- }
-
- spreadandrecoil(from,to,d);
- vec unitv;
- float dist = to.dist(from, unitv);
- unitv.div(dist);
-
- if(d->gunselect==GUN_KNIFE)
- {
- unitv.mul(3); // punch range
- to = from;
- to.add(unitv);
- }
- if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
-
- if(has_akimbo(d)) d->gunwait = guns[d->gunselect].attackdelay / 2; //make akimbo pistols shoot twice as fast as normal pistol
- else d->gunwait = guns[d->gunselect].attackdelay;
-
- shootv(d->gunselect, from, to, d, true, 0);
- if(d->type==ENT_PLAYER) addmsg(SV_SHOT, "ri8", d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), 0);
-
- if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return;
-
- raydamage(from, to, d);
- }
-