2 void W_GiveWeapon (entity e, float wep, string name)
9 e.weapons = e.weapons | W_WeaponBit(wep);
15 if (other.classname == "player")
17 sprint (other, "You got the ^2");
25 .float railgundistance;
27 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
29 vector hitloc, force, endpoint, dir;
31 float endq3surfaceflags;
38 entity pseudoprojectile;
41 railgun_start = start;
44 dir = normalize(end - start);
45 length = vlen(end - start);
48 // go a little bit into the wall because we need to hit this wall later
53 // trace multiple times until we hit a wall, each obstacle will be made
54 // non-solid so we can hit the next, while doing this we spawn effects and
55 // note down which entities were hit so we can damage them later
59 if(self.antilag_debug)
60 WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
62 WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
63 if(o && WarpZone_trace_firstzone)
69 // if it is world we can't hurt it so stop now
70 if (trace_ent == world || trace_fraction == 1)
73 // make the entity non-solid so we can hit the next one
74 trace_ent.railgunhit = TRUE;
75 trace_ent.railgunhitloc = end;
76 trace_ent.railgunhitsolidbackup = trace_ent.solid;
77 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
78 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
80 // stop if this is a wall
81 if (trace_ent.solid == SOLID_BSP)
84 // make the entity non-solid
85 trace_ent.solid = SOLID_NOT;
88 endpoint = trace_endpos;
90 endq3surfaceflags = trace_dphitq3surfaceflags;
92 // find all the entities the railgun hit and restore their solid state
93 ent = findfloat(world, railgunhit, TRUE);
96 // restore their solid type
97 ent.solid = ent.railgunhitsolidbackup;
98 ent = findfloat(ent, railgunhit, TRUE);
101 // spawn a temporary explosion entity for RadiusDamage calls
102 //explosion = spawn();
104 // Find all non-hit players the beam passed close by
105 if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
107 FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(msg_entity.classname == "spectator" && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
109 // nearest point on the beam
110 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
112 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
116 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
118 if(!pseudoprojectile)
119 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
120 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
124 remove(pseudoprojectile);
127 // find all the entities the railgun hit and hurt them
128 ent = findfloat(world, railgunhit, TRUE);
131 // get the details we need to call the damage function
132 hitloc = ent.railgunhitloc;
134 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
135 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
137 if(accuracy_isgooddamage(self.realowner, ent))
138 totaldmg += bdamage * f;
142 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
144 // create a small explosion to throw gibs around (if applicable)
145 //setorigin (explosion, hitloc);
146 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
148 ent.railgunhitloc = '0 0 0';
149 ent.railgunhitsolidbackup = SOLID_NOT;
150 ent.railgunhit = FALSE;
151 ent.railgundistance = 0;
153 // advance to the next entity
154 ent = findfloat(ent, railgunhit, TRUE);
157 // calculate hits and fired shots for hitscan
158 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
160 trace_endpos = endpoint;
162 trace_dphitq3surfaceflags = endq3surfaceflags;
169 void W_BallisticBullet_Hit (void)
173 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
174 q = 1 + self.dmg_edge / self.dmg;
176 if(other.solid == SOLID_BSP)
177 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, self);
179 if(other && other != self.enemy)
181 endzcurveparticles();
185 damage_headshotbonus = self.dmg_edge * f;
186 railgun_start = self.origin - 2 * frametime * self.velocity;
187 railgun_end = self.origin + 2 * frametime * self.velocity;
188 g = accuracy_isgooddamage(self.realowner, other);
189 Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
190 damage_headshotbonus = 0;
194 if(self.dmg_edge > 0)
197 AnnounceTo(self.realowner, "headshot");
199 AnnounceTo(self.realowner, "awesome");
202 // calculate hits for ballistic weapons
205 // do not exceed 100%
206 q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
207 self.dmg_total += f * self.dmg;
208 accuracy_add(self.realowner, self.realowner.weapon, 0, q);
212 self.enemy = other; // don't hit the same player twice with the same bullet
215 .void(void) W_BallisticBullet_LeaveSolid_think_save;
216 .float W_BallisticBullet_LeaveSolid_nextthink_save;
217 .vector W_BallisticBullet_LeaveSolid_origin;
218 .vector W_BallisticBullet_LeaveSolid_velocity;
220 void W_BallisticBullet_LeaveSolid_think()
222 setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
223 self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
225 self.think = self.W_BallisticBullet_LeaveSolid_think_save;
226 self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
227 self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
229 self.flags &~= FL_ONGROUND;
231 if(self.enemy.solid == SOLID_BSP)
234 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
235 Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, self);
238 UpdateCSQCProjectile(self);
241 float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
243 // move the entity along its velocity until it's out of solid, then let it resume
245 float dt, dst, velfactor, v0, vs;
249 // outside the world? forget it
250 if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
253 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
256 E0_m = 0.5 * v0 * v0;
257 maxdist = E0_m / constant;
258 // maxdist = 0.5 * v0 * v0 / constant
259 // dprint("max dist = ", ftos(maxdist), "\n");
261 if(maxdist <= autocvar_g_ballistics_mindistance)
264 traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
266 if(trace_fraction == 1) // 1: we never got out of solid
269 self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
271 dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
272 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
273 Es_m = E0_m - constant * dst;
276 // roundoff errors got us
282 dt = dst / (0.5 * (v0 + vs));
283 // this is not correct, but the differential equations have no analytic
284 // solution - and these times are very small anyway
285 //print("dt = ", ftos(dt), "\n");
287 self.W_BallisticBullet_LeaveSolid_think_save = self.think;
288 self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
289 self.think = W_BallisticBullet_LeaveSolid_think;
290 self.nextthink = time + dt;
292 vel = vel * velfactor;
294 self.velocity = '0 0 0';
295 self.flags |= FL_ONGROUND; // prevent moving
296 self.W_BallisticBullet_LeaveSolid_velocity = vel;
301 void W_BallisticBullet_Touch (void)
305 if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
309 W_BallisticBullet_Hit ();
311 // if we hit "weapclip", bail out
313 // rationale of this check:
315 // any shader that is solid, nodraw AND trans is meant to clip weapon
316 // shots and players, but has no other effect!
318 // if it is not trans, it is caulk and should not have this side effect
321 // common/weapclip (intended)
322 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
323 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
324 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
325 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
331 density = other.ballistics_density;
336 if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
342 self.projectiledeathtype |= HITTYPE_BOUNCE;
345 void endFireBallisticBullet()
347 endzcurveparticles();
350 entity fireBallisticBullet_trace_callback_ent;
351 float fireBallisticBullet_trace_callback_eff;
352 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
354 if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
355 zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
356 WarpZone_trace_forent = world;
360 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
362 float lag, dt, savetime, density;
366 antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
370 proj.classname = "bullet";
371 proj.owner = proj.realowner = self;
372 PROJECTILE_MAKETRIGGER(proj);
373 if(gravityfactor > 0)
375 proj.movetype = MOVETYPE_TOSS;
376 proj.gravity = gravityfactor;
379 proj.movetype = MOVETYPE_FLY;
380 proj.think = SUB_Remove;
381 proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
382 W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
383 proj.angles = vectoangles(proj.velocity);
384 proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
385 // so: bulletconstant = bullet mass / area of bullet circle
386 setorigin(proj, start);
387 proj.flags = FL_PROJECTILE;
389 proj.touch = W_BallisticBullet_Touch;
391 proj.dmg_edge = headshotbonus;
392 proj.dmg_force = force;
393 proj.projectiledeathtype = dtype;
395 proj.oldvelocity = proj.velocity;
397 other = proj; MUTATOR_CALLHOOK(EditProjectile);
403 if(tracereffects & EF_RED)
404 eff = particleeffectnum("tr_rifle");
405 else if(tracereffects & EF_BLUE)
406 eff = particleeffectnum("tr_rifle_weak");
408 eff = particleeffectnum("tr_bullet");
410 // NOTE: this may severely throw off weapon balance
411 lag = ANTILAG_LATENCY(self);
414 if(clienttype(self) != CLIENTTYPE_REAL)
416 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
417 lag = 0; // only do hitscan, but no antilag
422 antilag_takeback(pl, time - lag);
427 savetime = frametime;
432 // DP tracetoss is stupid and always traces in 0.05s
433 // ticks. This makes it trace in 0.05*0.125s ticks
439 self.velocity = self.velocity * 0.125;
440 self.gravity *= 0.125 * 0.125;
442 fireBallisticBullet_trace_callback_ent = self;
443 fireBallisticBullet_trace_callback_eff = eff;
444 WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
448 if(trace_fraction == 1)
450 // won't hit anything anytime soon (DP's
451 // tracetoss does 200 tics of, here,
452 // 0.05*0.125s, that is, 1.25 seconds
455 dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
456 setorigin(self, trace_endpos);
457 self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
459 if(!SUB_OwnerCheck())
461 if(SUB_NoImpactCheck())
465 W_BallisticBullet_Hit();
468 // if we hit "weapclip", bail out
470 // rationale of this check:
472 // any shader that is solid, nodraw AND trans is meant to clip weapon
473 // shots and players, but has no other effect!
475 // if it is not trans, it is caulk and should not have this side effect
478 // common/weapclip (intended)
479 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
480 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
481 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
482 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
485 density = other.ballistics_density;
490 if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
493 W_BallisticBullet_LeaveSolid_think();
495 frametime = savetime;
508 if(tracereffects & EF_RED)
509 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
510 else if(tracereffects & EF_BLUE)
511 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
513 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
516 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
520 dir = normalize(dir + randomvec() * spread);
521 end = start + dir * MAX_SHOT_DISTANCE;
522 if(self.antilag_debug)
523 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
525 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
529 if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
531 if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
532 Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, self);
534 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
539 float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
541 float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
542 float is_from_owner = (inflictor == projowner);
543 float is_from_exception = (exception != -1);
545 print(strcat("from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n")));
547 if(autocvar_g_projectiles_damage <= -2)
549 return FALSE; // no damage to projectiles at all, not even with the exceptions
551 else if(autocvar_g_projectiles_damage == -1)
553 if(is_from_exception)
554 return (exception); // if exception is detected, allow it to override
556 return FALSE; // otherwise, no other damage is allowed
558 else if(autocvar_g_projectiles_damage == 0)
560 if(is_from_exception)
561 return (exception); // if exception is detected, allow it to override
562 else if not(is_from_contents)
563 return FALSE; // otherwise, only allow damage from contents
565 else if(autocvar_g_projectiles_damage == 1)
567 if(is_from_exception)
568 return (exception); // if exception is detected, allow it to override
569 else if not(is_from_contents || is_from_owner)
570 return FALSE; // otherwise, only allow self damage and damage from contents
572 else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
574 if(is_from_exception)
575 return (exception); // if exception is detected, allow it to override
578 return TRUE; // if none of these return, then allow damage anyway.
581 void W_PrepareExplosionByDamage(entity attacker, void() explode)
583 self.takedamage = DAMAGE_NO;
584 self.event_damage = SUB_Null;
585 self.owner = attacker;
586 self.realowner = attacker;
588 // do not explode NOW but in the NEXT FRAME!
589 // because recursive calls to RadiusDamage are not allowed
590 self.nextthink = time;
591 self.think = explode;