3 #include <common/effects/all.qh>
8 #include "weaponsystem.qh"
10 #include "../g_damage.qh"
11 #include "../g_subs.qh"
12 #include "../antilag.qh"
14 #include <common/constants.qh>
15 #include <common/net_linked.qh>
16 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <common/state.qh>
22 #include <lib/warpzone/common.qh>
24 // this function calculates w_shotorg and w_shotdir based on the weapon model
25 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
26 // make sure you call makevectors first (FIXME?)
27 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype)
30 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?
31 float oldsolid = ent.dphitcontentsmask;
32 Weapon wep = DEATH_WEAPONOF(deathtype);
34 antilag = false; // no antilag for non-clients!
35 if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
36 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
38 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
40 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
41 // passing NULL, because we do NOT want it to touch dphitcontentsmask
43 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
44 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
50 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
55 // un-adjust trueaim if shotend is too close
56 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
57 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
60 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
61 accuracy_add(ent, wep.m_id, maxdamage, 0);
64 W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
66 vector md = ent.(weaponentity).movedir;
67 vector vecs = ((md.x > 0) ? md : '0 0 0');
69 vector dv = v_right * -vecs.y + v_up * vecs.z;
70 w_shotorg = ent.origin + ent.view_ofs + dv;
72 // now move the shotorg forward as much as requested if possible
75 if(CS(ent).antilag_debug)
76 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
78 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
81 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
82 w_shotorg = trace_endpos - v_forward * nudge;
83 // calculate the shotdir from the chosen shotorg
84 if(W_DualWielding(ent))
85 w_shotdir = s_forward;
87 w_shotdir = normalize(w_shotend - w_shotorg);
89 //vector prevdir = w_shotdir;
90 //vector prevorg = w_shotorg;
91 //vector prevend = w_shotend;
94 if (!CS(ent).cvar_cl_noantilag)
96 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
98 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
99 if (!trace_ent.takedamage)
101 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
102 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
106 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
108 w_shotdir = normalize(trace_ent.origin - w_shotorg);
112 else if(autocvar_g_antilag == 3) // client side hitscan
114 // this part MUST use prydon cursor
115 if (CS(ent).cursor_trace_ent) // client was aiming at someone
116 if (CS(ent).cursor_trace_ent != ent) // just to make sure
117 if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
118 if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
120 // verify that the shot would miss without antilag
121 // (avoids an issue where guns would always shoot at their origin)
122 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
123 if (!trace_ent.takedamage)
125 // verify that the shot would hit if altered
126 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
127 if (trace_ent == CS(ent).cursor_trace_ent)
128 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
130 LOG_INFO("antilag fail");
136 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
138 if (!autocvar_g_norecoil)
139 ent.punchangle_x = recoil * -1;
141 if (snd != SND_Null) {
142 sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
143 W_PlayStrengthSound(ent);
146 // nudge w_shotend so a trace to w_shotend hits
147 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
148 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
149 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
150 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
153 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
159 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
161 mdirection = normalize(mvelocity);
162 mspeed = vlen(mvelocity);
164 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);
169 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
171 if(proj.owner == NULL)
172 error("Unowned missile");
174 dir = dir + upDir * (pUpSpeed / pSpeed);
175 dir.z += pZSpeed / pSpeed;
177 dir = normalize(dir);
180 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
182 mspercallsum = mspercallcount = 0;
183 mspercallsstyle = autocvar_g_projectiles_spread_style;
185 mspercallsum -= gettime(GETTIME_HIRES);
188 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
191 mspercallsum += gettime(GETTIME_HIRES);
193 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
196 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
200 // ====================
201 // Ballistics Tracing
202 // ====================
204 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
206 entity pseudoprojectile = NULL;
208 vector dir = normalize(end - start);
209 float length = vlen(end - start);
210 vector force = dir * bforce;
212 // go a little bit into the wall because we need to hit this wall later
217 // trace multiple times until we hit a wall, each obstacle will be made
218 // non-solid so we can hit the next, while doing this we spawn effects and
219 // note down which entities were hit so we can damage them later
223 if(CS(this).antilag_debug)
224 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
226 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
227 if(o && WarpZone_trace_firstzone)
233 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
234 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
236 // if it is NULL we can't hurt it so stop now
237 if (trace_ent == NULL || trace_fraction == 1)
240 // make the entity non-solid so we can hit the next one
241 IL_PUSH(g_railgunhit, trace_ent);
242 trace_ent.railgunhit = true;
243 trace_ent.railgunhitloc = end;
244 trace_ent.railgunhitsolidbackup = trace_ent.solid;
245 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
246 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
248 // stop if this is a wall
249 if (trace_ent.solid == SOLID_BSP)
252 // make the entity non-solid
253 trace_ent.solid = SOLID_NOT;
256 vector endpoint = trace_endpos;
257 entity endent = trace_ent;
258 float endq3surfaceflags = trace_dphitq3surfaceflags;
260 // find all the entities the railgun hit and restore their solid state
261 IL_EACH(g_railgunhit, it.railgunhit,
263 it.solid = it.railgunhitsolidbackup;
266 // spawn a temporary explosion entity for RadiusDamage calls
267 //explosion = spawn();
269 // Find all non-hit players the beam passed close by
270 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
272 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
274 if(!(IS_SPEC(it) && it.enemy == this))
277 // nearest point on the beam
278 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
280 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
284 if(!pseudoprojectile)
285 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
286 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
291 delete(pseudoprojectile);
294 // find all the entities the railgun hit and hurt them
295 IL_EACH(g_railgunhit, it.railgunhit,
297 // removal from the list is handled below
299 // get the details we need to call the damage function
300 vector hitloc = it.railgunhitloc;
302 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
303 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
305 if(accuracy_isgooddamage(this, it))
306 totaldmg += bdamage * foff;
310 Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
312 // create a small explosion to throw gibs around (if applicable)
313 //setorigin(explosion, hitloc);
314 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
316 it.railgunhitloc = '0 0 0';
317 it.railgunhitsolidbackup = SOLID_NOT;
318 it.railgunhit = false;
319 it.railgundistance = 0;
322 IL_CLEAR(g_railgunhit);
324 // calculate hits and fired shots for hitscan
325 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
327 trace_endpos = endpoint;
329 trace_dphitq3surfaceflags = endq3surfaceflags;
332 void fireBullet_trace_callback(vector start, vector hit, vector end)
334 if(vdist(hit - start, >, 16))
335 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
336 WarpZone_trace_forent = NULL;
337 fireBullet_last_hit = NULL;
340 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
344 dir = normalize(dir + randomvec() * spread);
345 end = start + dir * max_shot_distance;
347 fireBullet_last_hit = NULL;
348 float solid_penetration_left = 1;
349 float total_damage = 0;
351 if(tracereffects & EF_RED)
352 fireBullet_trace_callback_eff = EFFECT_RIFLE;
353 else if(tracereffects & EF_BLUE)
354 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
356 fireBullet_trace_callback_eff = EFFECT_BULLET;
358 float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
361 bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
362 if(autocvar_g_antilag == 0 || noantilag)
363 lag = 0; // only do hitscan, but no antilag
365 antilag_takeback_all(this, lag);
367 // change shooter to SOLID_BBOX so the shot can hit corpses
368 int oldsolid = this.dphitcontentsmask;
370 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
372 WarpZone_trace_forent = this;
376 // TODO also show effect while tracing
377 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
378 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
379 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
380 start = trace_endpos;
381 entity hit = trace_ent;
383 // traced up to max_shot_distance and didn't hit anything at all
384 if (trace_fraction == 1.0)
387 // When hitting sky, stop.
388 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
391 // can't use noimpact, as we need to pass through walls
392 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
395 // if we hit "weapclip", bail out
397 // rationale of this check:
399 // any shader that is solid, nodraw AND trans is meant to clip weapon
400 // shots and players, but has no other effect!
402 // if it is not trans, it is caulk and should not have this side effect
405 // common/weapclip (intended)
406 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
407 bool is_weapclip = false;
408 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
409 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
410 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
413 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
414 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
416 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).
418 fireBullet_last_hit = hit;
420 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
421 damage = M_ARGV(4, float);
422 bool gooddamage = accuracy_isgooddamage(this, hit);
423 Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
424 // calculate hits for ballistic weapons
427 // do not exceed 100%
428 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
429 total_damage += damage * solid_penetration_left;
430 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
434 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
438 // outside the world? forget it
439 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)
443 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
444 if(max_solid_penetration < 0)
446 else if(hitstore.ballistics_density < -1)
447 break; // -2: no solid penetration, ever
448 else if(hitstore.ballistics_density < 0)
449 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
450 else if(hitstore.ballistics_density == 0)
451 maxdist = max_solid_penetration * solid_penetration_left;
453 maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
455 if(maxdist <= autocvar_g_ballistics_mindistance)
458 // move the entity along its velocity until it's out of solid, then let it resume
459 // The previously hit entity is ignored here!
460 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
461 if(trace_fraction == 1) // 1: we never got out of solid
464 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
465 // fraction_used_of_what_is_left = dist_taken / maxdist
466 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
467 solid_penetration_left *= 1 - dist_taken / maxdist;
468 solid_penetration_left = max(solid_penetration_left, 0);
470 // Only show effect when going through a player (invisible otherwise)
471 if (hit && (hit.solid != SOLID_BSP))
472 if(vdist(trace_endpos - start, >, 4))
473 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
475 start = trace_endpos;
477 if(hit.solid == SOLID_BSP)
478 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
482 antilag_restore_all(this);
484 // restore shooter solid type
486 this.dphitcontentsmask = oldsolid;