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;
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, v_forward, v_right, v_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 = v_right * -vecs.y + v_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 + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
88 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
91 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
92 w_shotorg = trace_endpos - v_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 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
216 entity pseudoprojectile = NULL;
218 vector dir = normalize(end - start);
219 float length = vlen(end - start);
220 vector force = dir * bforce;
222 // go a little bit into the wall because we need to hit this wall later
227 // trace multiple times until we hit a wall, each obstacle will be made
228 // non-solid so we can hit the next, while doing this we spawn effects and
229 // note down which entities were hit so we can damage them later
233 if(CS(this).antilag_debug)
234 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
236 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
237 if(o && WarpZone_trace_firstzone)
243 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
244 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
246 // if it is NULL we can't hurt it so stop now
247 if (trace_ent == NULL || trace_fraction == 1)
250 // make the entity non-solid so we can hit the next one
251 IL_PUSH(g_railgunhit, trace_ent);
252 trace_ent.railgunhit = true;
253 trace_ent.railgunhitloc = end;
254 trace_ent.railgunhitsolidbackup = trace_ent.solid;
255 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
256 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
258 // stop if this is a wall
259 if (trace_ent.solid == SOLID_BSP)
262 // make the entity non-solid
263 trace_ent.solid = SOLID_NOT;
266 vector endpoint = trace_endpos;
267 entity endent = trace_ent;
268 float endq3surfaceflags = trace_dphitq3surfaceflags;
270 // find all the entities the railgun hit and restore their solid state
271 IL_EACH(g_railgunhit, it.railgunhit,
273 it.solid = it.railgunhitsolidbackup;
276 // spawn a temporary explosion entity for RadiusDamage calls
277 //explosion = spawn();
279 // Find all non-hit players the beam passed close by
280 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
282 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
284 if(!(IS_SPEC(it) && it.enemy == this))
287 // nearest point on the beam
288 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
290 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
294 if(!pseudoprojectile)
295 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
296 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
301 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 // get the details we need to call the damage function
310 vector hitloc = it.railgunhitloc;
312 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
313 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
315 if(accuracy_isgooddamage(this, it))
316 totaldmg += bdamage * foff;
320 Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
322 // create a small explosion to throw gibs around (if applicable)
323 //setorigin(explosion, hitloc);
324 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
326 it.railgunhitloc = '0 0 0';
327 it.railgunhitsolidbackup = SOLID_NOT;
328 it.railgunhit = false;
329 it.railgundistance = 0;
332 IL_CLEAR(g_railgunhit);
334 // calculate hits and fired shots for hitscan
335 if(this.(weaponentity))
336 accuracy_add(this, this.(weaponentity).m_weapon, 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(NULL, fireBullet_trace_callback_eff, start, hit);
347 WarpZone_trace_forent = NULL;
348 fireBullet_last_hit = NULL;
351 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
355 dir = normalize(dir + randomvec() * spread);
356 end = start + dir * max_shot_distance;
358 fireBullet_last_hit = NULL;
359 fireBullet_trace_callback_eff = tracer_effect;
361 float solid_penetration_left = 1;
362 float total_damage = 0;
364 float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
367 bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
368 if(autocvar_g_antilag == 0 || noantilag)
369 lag = 0; // only do hitscan, but no antilag
371 antilag_takeback_all(this, lag);
373 // change shooter to SOLID_BBOX so the shot can hit corpses
374 int oldsolid = this.dphitcontentsmask;
376 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
378 WarpZone_trace_forent = this;
382 // TODO also show effect while tracing
383 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
384 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
385 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
386 start = trace_endpos;
387 entity hit = trace_ent;
389 // traced up to max_shot_distance and didn't hit anything at all
390 if (trace_fraction == 1.0)
393 // When hitting sky, stop.
394 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
397 // can't use noimpact, as we need to pass through walls
398 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
401 // if we hit "weapclip", bail out
403 // rationale of this check:
405 // any shader that is solid, nodraw AND trans is meant to clip weapon
406 // shots and players, but has no other effect!
408 // if it is not trans, it is caulk and should not have this side effect
411 // common/weapclip (intended)
412 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
413 bool is_weapclip = false;
414 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
415 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
416 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
419 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
420 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
422 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).
424 fireBullet_last_hit = hit;
426 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
427 damage = M_ARGV(4, float);
428 bool gooddamage = accuracy_isgooddamage(this, hit);
429 Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
430 // calculate hits for ballistic weapons
433 // do not exceed 100%
434 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
435 total_damage += damage * solid_penetration_left;
436 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
440 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
444 // outside the world? forget it
445 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)
449 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
450 if(max_solid_penetration < 0)
452 else if(hitstore.ballistics_density < -1)
453 break; // -2: no solid penetration, ever
454 else if(hitstore.ballistics_density < 0)
455 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
456 else if(hitstore.ballistics_density == 0)
457 maxdist = max_solid_penetration * solid_penetration_left;
459 maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
461 if(maxdist <= autocvar_g_ballistics_mindistance)
464 // move the entity along its velocity until it's out of solid, then let it resume
465 // The previously hit entity is ignored here!
466 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
467 if(trace_fraction == 1) // 1: we never got out of solid
470 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
471 // fraction_used_of_what_is_left = dist_taken / maxdist
472 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
473 solid_penetration_left *= 1 - dist_taken / maxdist;
474 solid_penetration_left = max(solid_penetration_left, 0);
476 // Only show effect when going through a player (invisible otherwise)
477 if (hit && (hit.solid != SOLID_BSP))
478 if(vdist(trace_endpos - start, >, 4))
479 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
481 start = trace_endpos;
483 if(hit.solid == SOLID_BSP)
484 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
488 antilag_restore_all(this);
490 // restore shooter solid type
492 this.dphitcontentsmask = oldsolid;