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/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)
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;
32 antilag = false; // no antilag for non-clients!
33 if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
34 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
36 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
38 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
39 // passing NULL, because we do NOT want it to touch dphitcontentsmask
41 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
42 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
48 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
53 // un-adjust trueaim if shotend is too close
54 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
55 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
58 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
59 accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
62 W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
64 vector md = ent.(weaponentity).movedir;
65 vector vecs = ((md.x > 0) ? md : '0 0 0');
67 vector dv = v_right * -vecs.y + v_up * vecs.z;
68 w_shotorg = ent.origin + ent.view_ofs + dv;
70 // now move the shotorg forward as much as requested if possible
73 if(CS(ent).antilag_debug)
74 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
76 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
79 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
80 w_shotorg = trace_endpos - v_forward * nudge;
81 // calculate the shotdir from the chosen shotorg
82 w_shotdir = normalize(w_shotend - w_shotorg);
84 //vector prevdir = w_shotdir;
85 //vector prevorg = w_shotorg;
86 //vector prevend = w_shotend;
89 if (!CS(ent).cvar_cl_noantilag)
91 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
93 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
94 if (!trace_ent.takedamage)
96 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
97 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
101 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
103 w_shotdir = normalize(trace_ent.origin - w_shotorg);
107 else if(autocvar_g_antilag == 3) // client side hitscan
109 // this part MUST use prydon cursor
110 if (CS(ent).cursor_trace_ent) // client was aiming at someone
111 if (CS(ent).cursor_trace_ent != ent) // just to make sure
112 if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
113 if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
115 // verify that the shot would miss without antilag
116 // (avoids an issue where guns would always shoot at their origin)
117 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
118 if (!trace_ent.takedamage)
120 // verify that the shot would hit if altered
121 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
122 if (trace_ent == CS(ent).cursor_trace_ent)
123 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
125 LOG_INFO("antilag fail\n");
131 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
133 if (!autocvar_g_norecoil)
134 ent.punchangle_x = recoil * -1;
136 if (snd != SND_Null) {
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(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
154 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
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 == NULL)
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, proj.owner.velocity, pSpeed * dir, forceAbsolute);
195 // ====================
196 // Ballistics Tracing
197 // ====================
199 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
201 entity pseudoprojectile = NULL;
203 vector dir = normalize(end - start);
204 float length = vlen(end - start);
205 vector force = dir * bforce;
207 // go a little bit into the wall because we need to hit this wall later
212 // trace multiple times until we hit a wall, each obstacle will be made
213 // non-solid so we can hit the next, while doing this we spawn effects and
214 // note down which entities were hit so we can damage them later
218 if(CS(this).antilag_debug)
219 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
221 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
222 if(o && WarpZone_trace_firstzone)
228 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
229 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
231 // if it is NULL we can't hurt it so stop now
232 if (trace_ent == NULL || trace_fraction == 1)
235 // make the entity non-solid so we can hit the next one
236 IL_PUSH(g_railgunhit, trace_ent);
237 trace_ent.railgunhit = true;
238 trace_ent.railgunhitloc = end;
239 trace_ent.railgunhitsolidbackup = trace_ent.solid;
240 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
241 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
243 // stop if this is a wall
244 if (trace_ent.solid == SOLID_BSP)
247 // make the entity non-solid
248 trace_ent.solid = SOLID_NOT;
251 vector endpoint = trace_endpos;
252 entity endent = trace_ent;
253 float endq3surfaceflags = trace_dphitq3surfaceflags;
255 // find all the entities the railgun hit and restore their solid state
256 IL_EACH(g_railgunhit, it.railgunhit,
258 it.solid = it.railgunhitsolidbackup;
261 // spawn a temporary explosion entity for RadiusDamage calls
262 //explosion = spawn();
264 // Find all non-hit players the beam passed close by
265 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
267 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
269 if(!(IS_SPEC(it) && it.enemy == this))
272 // nearest point on the beam
273 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
275 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
279 if(!pseudoprojectile)
280 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
281 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
286 delete(pseudoprojectile);
289 // find all the entities the railgun hit and hurt them
290 IL_EACH(g_railgunhit, it.railgunhit,
292 // removal from the list is handled below
294 // get the details we need to call the damage function
295 vector hitloc = it.railgunhitloc;
297 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
298 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
300 if(accuracy_isgooddamage(this, it))
301 totaldmg += bdamage * foff;
305 Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
307 // create a small explosion to throw gibs around (if applicable)
308 //setorigin(explosion, hitloc);
309 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
311 it.railgunhitloc = '0 0 0';
312 it.railgunhitsolidbackup = SOLID_NOT;
313 it.railgunhit = false;
314 it.railgundistance = 0;
317 IL_CLEAR(g_railgunhit);
319 // calculate hits and fired shots for hitscan
320 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
322 trace_endpos = endpoint;
324 trace_dphitq3surfaceflags = endq3surfaceflags;
327 void fireBullet_trace_callback(vector start, vector hit, vector end)
329 if(vdist(hit - start, >, 16))
330 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
331 WarpZone_trace_forent = NULL;
332 fireBullet_last_hit = NULL;
335 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
339 dir = normalize(dir + randomvec() * spread);
340 end = start + dir * max_shot_distance;
342 fireBullet_last_hit = NULL;
343 float solid_penetration_left = 1;
344 float total_damage = 0;
346 if(tracereffects & EF_RED)
347 fireBullet_trace_callback_eff = EFFECT_RIFLE;
348 else if(tracereffects & EF_BLUE)
349 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
351 fireBullet_trace_callback_eff = EFFECT_BULLET;
353 float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
356 bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
357 if(autocvar_g_antilag == 0 || noantilag)
358 lag = 0; // only do hitscan, but no antilag
361 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
362 IL_EACH(g_monsters, it != this,
364 antilag_takeback(it, it, time - lag);
368 // change shooter to SOLID_BBOX so the shot can hit corpses
369 int oldsolid = this.dphitcontentsmask;
371 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
373 WarpZone_trace_forent = this;
377 // TODO also show effect while tracing
378 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
379 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
380 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
381 start = trace_endpos;
382 entity hit = trace_ent;
384 // traced up to max_shot_distance and didn't hit anything at all
385 if (trace_fraction == 1.0)
388 // When hitting sky, stop.
389 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
392 // can't use noimpact, as we need to pass through walls
393 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
396 // if we hit "weapclip", bail out
398 // rationale of this check:
400 // any shader that is solid, nodraw AND trans is meant to clip weapon
401 // shots and players, but has no other effect!
403 // if it is not trans, it is caulk and should not have this side effect
406 // common/weapclip (intended)
407 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
408 bool is_weapclip = false;
409 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
410 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
411 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
414 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
415 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
417 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).
419 fireBullet_last_hit = hit;
421 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
422 damage = M_ARGV(4, float);
423 float g = accuracy_isgooddamage(this, hit);
424 Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
425 // calculate hits for ballistic weapons
428 // do not exceed 100%
429 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
430 total_damage += damage * solid_penetration_left;
431 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
435 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
439 // outside the world? forget it
440 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)
444 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
445 if(max_solid_penetration < 0)
447 else if(hitstore.ballistics_density < -1)
448 break; // -2: no solid penetration, ever
449 else if(hitstore.ballistics_density < 0)
450 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
451 else if(hitstore.ballistics_density == 0)
452 maxdist = max_solid_penetration * solid_penetration_left;
454 maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
456 if(maxdist <= autocvar_g_ballistics_mindistance)
459 // move the entity along its velocity until it's out of solid, then let it resume
460 // The previously hit entity is ignored here!
461 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
462 if(trace_fraction == 1) // 1: we never got out of solid
465 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
466 // fraction_used_of_what_is_left = dist_taken / maxdist
467 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
468 solid_penetration_left *= 1 - dist_taken / maxdist;
469 solid_penetration_left = max(solid_penetration_left, 0);
471 // Only show effect when going through a player (invisible otherwise)
472 if (hit && (hit.solid != SOLID_BSP))
473 if(vdist(trace_endpos - start, >, 4))
474 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
476 start = trace_endpos;
478 if(hit.solid == SOLID_BSP)
479 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
484 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
485 IL_EACH(g_monsters, it != this,
487 antilag_restore(it, it);
491 // restore shooter solid type
493 this.dphitcontentsmask = oldsolid;