6 #include "weaponsystem.qh"
8 #include "../g_damage.qh"
9 #include "../g_subs.qh"
10 #include "../antilag.qh"
12 #include <common/constants.qh>
13 #include <common/util.qh>
15 #include <common/weapons/all.qh>
17 #include <lib/warpzone/common.qh>
19 // this function calculates w_shotorg and w_shotdir based on the weapon model
20 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
21 // make sure you call makevectors first (FIXME?)
22 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)
24 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
27 oldsolid = ent.dphitcontentsmask;
28 if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE)
29 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
31 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
33 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
34 // passing world, because we do NOT want it to touch dphitcontentsmask
36 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
37 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
43 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
48 // un-adjust trueaim if shotend is too close
49 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
50 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
53 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
54 accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
57 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
59 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
60 vector md = ent.(weaponentity).movedir;
66 dv = v_right * -vecs.y + v_up * vecs.z;
67 w_shotorg = ent.origin + ent.view_ofs + dv;
69 // now move the shotorg forward as much as requested if possible
73 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
75 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
78 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
79 w_shotorg = trace_endpos - v_forward * nudge;
80 // calculate the shotdir from the chosen shotorg
81 w_shotdir = normalize(w_shotend - w_shotorg);
83 //vector prevdir = w_shotdir;
84 //vector prevorg = w_shotorg;
85 //vector prevend = w_shotend;
88 if (!ent.cvar_cl_noantilag)
90 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
92 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
93 if (!trace_ent.takedamage)
95 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
96 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
100 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
102 w_shotdir = normalize(trace_ent.origin - w_shotorg);
106 else if(autocvar_g_antilag == 3) // client side hitscan
108 // this part MUST use prydon cursor
109 if (ent.cursor_trace_ent) // client was aiming at someone
110 if (ent.cursor_trace_ent != ent) // just to make sure
111 if (ent.cursor_trace_ent.takedamage) // and that person is killable
112 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
114 // verify that the shot would miss without antilag
115 // (avoids an issue where guns would always shoot at their origin)
116 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
117 if (!trace_ent.takedamage)
119 // verify that the shot would hit if altered
120 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
121 if (trace_ent == ent.cursor_trace_ent)
122 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
124 LOG_INFO("antilag fail\n");
130 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
132 if (!autocvar_g_norecoil)
133 ent.punchangle_x = recoil * -1;
137 _sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
138 W_PlayStrengthSound(ent);
141 // nudge w_shotend so a trace to w_shotend hits
142 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
143 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
144 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
145 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
148 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
154 mvelocity = mvelocity * W_WeaponSpeedFactor();
156 mdirection = normalize(mvelocity);
157 mspeed = vlen(mvelocity);
159 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);
164 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
166 if(proj.owner == world)
167 error("Unowned missile");
169 dir = dir + upDir * (pUpSpeed / pSpeed);
170 dir.z += pZSpeed / pSpeed;
172 dir = normalize(dir);
175 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
177 mspercallsum = mspercallcount = 0;
178 mspercallsstyle = autocvar_g_projectiles_spread_style;
180 mspercallsum -= gettime(GETTIME_HIRES);
183 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
186 mspercallsum += gettime(GETTIME_HIRES);
188 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
191 proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
195 // ====================
196 // Ballistics Tracing
197 // ====================
199 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
201 vector hitloc, force, endpoint, dir;
203 float endq3surfaceflags;
210 entity pseudoprojectile;
213 pseudoprojectile = world;
215 dir = normalize(end - start);
216 length = vlen(end - start);
217 force = dir * bforce;
219 // go a little bit into the wall because we need to hit this wall later
224 // trace multiple times until we hit a wall, each obstacle will be made
225 // non-solid so we can hit the next, while doing this we spawn effects and
226 // note down which entities were hit so we can damage them later
230 if(self.antilag_debug)
231 WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
233 WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
234 if(o && WarpZone_trace_firstzone)
240 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
241 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
243 // if it is world we can't hurt it so stop now
244 if (trace_ent == world || trace_fraction == 1)
247 // make the entity non-solid so we can hit the next one
248 trace_ent.railgunhit = true;
249 trace_ent.railgunhitloc = end;
250 trace_ent.railgunhitsolidbackup = trace_ent.solid;
251 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
252 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
254 // stop if this is a wall
255 if (trace_ent.solid == SOLID_BSP)
258 // make the entity non-solid
259 trace_ent.solid = SOLID_NOT;
262 endpoint = trace_endpos;
264 endq3surfaceflags = trace_dphitq3surfaceflags;
266 // find all the entities the railgun hit and restore their solid state
267 ent = findfloat(world, railgunhit, true);
270 // restore their solid type
271 ent.solid = ent.railgunhitsolidbackup;
272 ent = findfloat(ent, railgunhit, true);
275 // spawn a temporary explosion entity for RadiusDamage calls
276 //explosion = spawn();
278 // Find all non-hit players the beam passed close by
279 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
281 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != self, LAMBDA(
283 if(!(IS_SPEC(it) && it.enemy == self))
286 // nearest point on the beam
287 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
289 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
293 snd = SND(NEXWHOOSH_RANDOM());
295 if(!pseudoprojectile)
296 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
297 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
302 remove(pseudoprojectile);
305 // find all the entities the railgun hit and hurt them
306 ent = findfloat(world, railgunhit, true);
309 // get the details we need to call the damage function
310 hitloc = ent.railgunhitloc;
312 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
313 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
315 if(accuracy_isgooddamage(self, ent))
316 totaldmg += bdamage * f;
320 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
322 // create a small explosion to throw gibs around (if applicable)
323 //setorigin (explosion, hitloc);
324 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
326 ent.railgunhitloc = '0 0 0';
327 ent.railgunhitsolidbackup = SOLID_NOT;
328 ent.railgunhit = false;
329 ent.railgundistance = 0;
331 // advance to the next entity
332 ent = findfloat(ent, railgunhit, true);
335 // calculate hits and fired shots for hitscan
336 accuracy_add(self, PS(self).m_weapon.m_id, 0, min(bdamage, totaldmg));
338 trace_endpos = endpoint;
340 trace_dphitq3surfaceflags = endq3surfaceflags;
343 void fireBullet_trace_callback(vector start, vector hit, vector end)
345 if(vdist(hit - start, >, 16))
346 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
347 WarpZone_trace_forent = world;
348 fireBullet_last_hit = world;
351 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
355 dir = normalize(dir + randomvec() * spread);
356 end = start + dir * MAX_SHOT_DISTANCE;
358 fireBullet_last_hit = world;
359 float solid_penetration_left = 1;
360 float total_damage = 0;
362 if(tracereffects & EF_RED)
363 fireBullet_trace_callback_eff = EFFECT_RIFLE;
364 else if(tracereffects & EF_BLUE)
365 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
367 fireBullet_trace_callback_eff = EFFECT_BULLET;
369 float lag = ANTILAG_LATENCY(self);
372 if (!IS_REAL_CLIENT(self))
374 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
375 lag = 0; // only do hitscan, but no antilag
378 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_takeback(it, time - lag)));
379 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
381 antilag_takeback(it, time - lag);
385 // change shooter to SOLID_BBOX so the shot can hit corpses
386 int oldsolid = self.dphitcontentsmask;
388 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
390 WarpZone_trace_forent = self;
394 // TODO also show effect while tracing
395 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
396 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
397 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
398 start = trace_endpos;
399 entity hit = trace_ent;
401 // When hitting sky, stop.
402 if (pointcontents(start) == CONTENT_SKY)
405 // can't use noimpact, as we need to pass through walls
406 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
409 // if we hit "weapclip", bail out
411 // rationale of this check:
413 // any shader that is solid, nodraw AND trans is meant to clip weapon
414 // shots and players, but has no other effect!
416 // if it is not trans, it is caulk and should not have this side effect
419 // common/weapclip (intended)
420 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
421 bool is_weapclip = false;
422 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
423 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
424 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
427 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
428 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
430 if (hit && hit != WarpZone_trace_forent && hit != fireBullet_last_hit) // Avoid self-damage (except after going through a warp); avoid hitting the same entity twice (engine bug).
432 fireBullet_last_hit = hit;
434 MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage);
435 damage = frag_damage;
436 float g = accuracy_isgooddamage(self, hit);
437 Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
438 // calculate hits for ballistic weapons
441 // do not exceed 100%
442 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
443 total_damage += damage * solid_penetration_left;
444 accuracy_add(self, PS(self).m_weapon.m_id, 0, added_damage);
452 // outside the world? forget it
453 if(start.x > world.maxs.x || start.y > world.maxs.y || start.z > world.maxs.z || start.x < world.mins.x || start.y < world.mins.y || start.z < world.mins.z)
457 if(max_solid_penetration < 0)
459 else if(hit.ballistics_density < -1)
460 break; // -2: no solid penetration, ever
461 else if(hit.ballistics_density < 0)
462 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
463 else if(hit.ballistics_density == 0)
464 maxdist = max_solid_penetration * solid_penetration_left;
466 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
468 if(maxdist <= autocvar_g_ballistics_mindistance)
471 // move the entity along its velocity until it's out of solid, then let it resume
472 // The previously hit entity is ignored here!
473 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
474 if(trace_fraction == 1) // 1: we never got out of solid
477 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
478 solid_penetration_left *= (dist_taken / maxdist);
480 // Only show effect when going through a player (invisible otherwise)
481 if (hit && (hit.solid != SOLID_BSP))
482 if(vdist(trace_endpos - start, >, 4))
483 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
485 start = trace_endpos;
487 if(hit.solid == SOLID_BSP)
488 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
493 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_restore(it)));
494 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
500 // restore shooter solid type
502 self.dphitcontentsmask = oldsolid;