3 #include <common/effects/all.qh>
8 #include "weaponsystem.qh"
10 #include "../g_damage.qh"
11 #include "../antilag.qh"
13 #include <common/constants.qh>
14 #include <common/net_linked.qh>
15 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/wepent.qh>
19 #include <common/state.qh>
21 #include <lib/warpzone/common.qh>
23 // this function calculates w_shotorg and w_shotdir based on the weapon model
24 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
25 // make sure you call makevectors first (FIXME?)
26 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)
29 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?
30 float oldsolid = ent.dphitcontentsmask;
31 Weapon wep = DEATH_WEAPONOF(deathtype);
33 antilag = false; // no antilag for non-clients!
34 if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
36 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
37 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
38 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
39 // TODO for fireBullet, find how far the shot will penetrate and aim at that
40 // for fireRailgunbullet, find the farthest target and aim at that
41 // this will avoid issues when another player is passing in front of you when you shoot
42 // (currently such a shot will hit him but then miss the original target)
43 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
46 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
48 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
49 // passing NULL, because we do NOT want it to touch dphitcontentsmask
51 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
52 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
54 vector forward, right, up;
58 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
63 // un-adjust trueaim if shotend is too close
64 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
65 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
68 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
69 accuracy_add(ent, wep, maxdamage, 0);
72 W_HitPlotAnalysis(ent, wep, forward, right, up);
74 vector md = ent.(weaponentity).movedir;
75 vector vecs = ((md.x > 0) ? md : '0 0 0');
77 // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
78 // which fixes issue #1957 but causes #2129
79 vector dv = right * -vecs.y + up * vecs.z;
80 w_shotorg = ent.origin + ent.view_ofs + dv;
82 // now move the shotorg forward as much as requested if possible
85 if(CS(ent).antilag_debug)
86 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
88 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
91 tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
92 w_shotorg = trace_endpos - forward * nudge;
93 // calculate the shotdir from the chosen shotorg
94 if(W_DualWielding(ent))
95 w_shotdir = s_forward;
97 w_shotdir = normalize(w_shotend - w_shotorg);
99 //vector prevdir = w_shotdir;
100 //vector prevorg = w_shotorg;
101 //vector prevend = w_shotend;
104 if (!CS(ent).cvar_cl_noantilag)
106 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
108 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
109 if (!trace_ent.takedamage)
111 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
112 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
116 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
118 w_shotdir = normalize(trace_ent.origin - w_shotorg);
122 else if(autocvar_g_antilag == 3) // client side hitscan
124 // this part MUST use prydon cursor
125 if (CS(ent).cursor_trace_ent) // client was aiming at someone
126 if (CS(ent).cursor_trace_ent != ent) // just to make sure
127 if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
128 if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
130 // verify that the shot would miss without antilag
131 // (avoids an issue where guns would always shoot at their origin)
132 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
133 if (!trace_ent.takedamage)
135 // verify that the shot would hit if altered
136 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
137 if (trace_ent == CS(ent).cursor_trace_ent)
138 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
140 LOG_INFO("antilag fail");
146 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
148 if (!autocvar_g_norecoil)
149 ent.punchangle_x = recoil * -1;
151 if (snd != SND_Null) {
152 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
153 W_PlayStrengthSound(ent);
156 // nudge w_shotend so a trace to w_shotend hits
157 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
158 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
159 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
160 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
163 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
169 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
171 mdirection = normalize(mvelocity);
172 mspeed = vlen(mvelocity);
174 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);
179 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
181 if(proj.owner == NULL)
182 error("Unowned missile");
184 dir = dir + upDir * (pUpSpeed / pSpeed);
185 dir.z += pZSpeed / pSpeed;
187 dir = normalize(dir);
190 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
192 mspercallsum = mspercallcount = 0;
193 mspercallsstyle = autocvar_g_projectiles_spread_style;
195 mspercallsum -= gettime(GETTIME_HIRES);
198 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
201 mspercallsum += gettime(GETTIME_HIRES);
203 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
206 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
210 // ====================
211 // Ballistics Tracing
212 // ====================
214 bool Headshot(entity targ, entity ent, vector start, vector end)
216 if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
218 vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
219 vector headmins = org + '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
220 vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
222 return trace_hits_box(start, end, headmins, headmaxs);
225 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
227 vector dir = normalize(end - start);
228 vector force = dir * bforce;
230 // go a little bit into the wall because we need to hit this wall later
235 // trace multiple times until we hit a wall, each obstacle will be made
236 // non-solid so we can hit the next, while doing this we spawn effects and
237 // note down which entities were hit so we can damage them later
241 if(CS(this).antilag_debug)
242 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
244 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
245 if(o && WarpZone_trace_firstzone)
251 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
252 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
254 // if it is NULL we can't hurt it so stop now
255 if (trace_ent == NULL || trace_fraction == 1)
258 // make the entity non-solid so we can hit the next one
259 IL_PUSH(g_railgunhit, trace_ent);
260 trace_ent.railgunhit = true;
261 trace_ent.railgunhitloc = end;
262 trace_ent.railgunhitsolidbackup = trace_ent.solid;
263 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
264 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
266 // stop if this is a wall
267 if (trace_ent.solid == SOLID_BSP)
270 // make the entity non-solid
271 trace_ent.solid = SOLID_NOT;
274 vector endpoint = trace_endpos;
275 entity endent = trace_ent;
276 float endq3surfaceflags = trace_dphitq3surfaceflags;
278 // find all the entities the railgun hit and restore their solid state
279 IL_EACH(g_railgunhit, it.railgunhit,
281 it.solid = it.railgunhitsolidbackup;
284 // Find all players the beam passed close by (even those hit)
285 float length = vlen(endpoint - start);
286 entity pseudoprojectile = NULL;
287 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
288 // not when spectating the shooter
289 if (IS_SPEC(it) && it.enemy == this) continue;
291 // nearest point on the beam
292 vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
294 if(!pseudoprojectile)
295 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
298 // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
299 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE);
302 delete(pseudoprojectile);
304 // find all the entities the railgun hit and hurt them
305 IL_EACH(g_railgunhit, it.railgunhit,
307 // removal from the list is handled below
309 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
310 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
312 if(accuracy_isgooddamage(this, it))
313 totaldmg += bdamage * foff;
317 Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
319 it.railgunhitloc = '0 0 0';
320 it.railgunhitsolidbackup = SOLID_NOT;
321 it.railgunhit = false;
322 it.railgundistance = 0;
325 IL_CLEAR(g_railgunhit);
327 // calculate hits and fired shots for hitscan
328 if(this.(weaponentity))
329 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
331 trace_endpos = endpoint;
333 trace_dphitq3surfaceflags = endq3surfaceflags;
336 void fireBullet_trace_callback(vector start, vector hit, vector end)
338 if(vdist(hit - start, >, 16))
339 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
340 WarpZone_trace_forent = NULL;
341 fireBullet_last_hit = NULL;
344 void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag)
346 dir = normalize(dir + randomvec() * spread);
347 vector end = start + dir * max_shot_distance;
349 fireBullet_last_hit = NULL;
350 fireBullet_trace_callback_eff = tracer_effect;
352 float solid_penetration_fraction = 1;
353 float damage_fraction = 1;
354 float total_damage = 0;
356 float lag = ((do_antilag) ? antilag_getlag(this) : 0);
358 antilag_takeback_all(this, lag);
360 // change shooter to SOLID_BBOX so the shot can hit corpses
361 int oldsolid = this.dphitcontentsmask;
363 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
365 WarpZone_trace_forent = this;
367 bool headshot = false; // indicates that one of the hit targets was a headshot
370 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
371 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
372 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
373 start = trace_endpos;
374 entity hit = trace_ent;
376 // traced up to max_shot_distance and didn't hit anything at all
377 if (trace_fraction == 1.0)
380 // When hitting sky, stop.
381 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
384 // can't use noimpact, as we need to pass through walls
385 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
388 // if we hit "weapclip", bail out
390 // rationale of this check:
392 // any shader that is solid, nodraw AND trans is meant to clip weapon
393 // shots and players, but has no other effect!
395 // if it is not trans, it is caulk and should not have this side effect
398 // common/weapclip (intended)
399 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
400 bool is_weapclip = false;
401 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
402 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
403 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
406 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
407 Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
409 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).
411 fireBullet_last_hit = hit;
413 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
414 damage = M_ARGV(4, float);
415 if(headshot_multiplier && Headshot(hit, this, start, end))
417 damage *= headshot_multiplier;
420 bool gooddamage = accuracy_isgooddamage(this, hit);
421 Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
422 // calculate hits for ballistic weapons
425 // do not exceed 100%
426 float added_damage = min(damage - total_damage, damage * damage_fraction);
427 total_damage += damage * damage_fraction;
428 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
432 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
436 // outside the world? forget it
437 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)
441 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
442 if(max_solid_penetration < 0)
444 else if(hitstore.ballistics_density < -1)
445 break; // -2: no solid penetration, ever
446 else if(hitstore.ballistics_density < 0)
447 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
448 else if(hitstore.ballistics_density == 0)
449 maxdist = max_solid_penetration * solid_penetration_fraction;
451 maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
453 if(maxdist <= autocvar_g_ballistics_mindistance)
456 // move the entity along its velocity until it's out of solid, then let it resume
457 // The previously hit entity is ignored here!
458 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
459 if(trace_fraction == 1) // 1: we never got out of solid
462 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
463 float fraction_used_of_what_is_left = dist_taken / maxdist;
464 solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
465 solid_penetration_fraction = max(solid_penetration_fraction, 0);
466 damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
468 // Only show effect when going through a player (invisible otherwise)
469 if (hit && (hit.solid != SOLID_BSP))
470 if(vdist(trace_endpos - start, >, 4))
471 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
473 start = trace_endpos;
475 if(hit.solid == SOLID_BSP)
476 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
480 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
483 antilag_restore_all(this);
485 // restore shooter solid type
487 this.dphitcontentsmask = oldsolid;
490 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
492 fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);