X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=6491d9428d587a625b8f4e63c803af1a7db7aad2;hb=3b732a3e163b5cbeaaf470c2ddac41cafb609be6;hp=2d9dd23886b99e8f472fb46509252b29d54bf7e6;hpb=cb6b4b889a27536efb9fdaa86a2fbc928da872c8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 2d9dd2388..6491d9428 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -9,23 +9,25 @@ #include "../g_subs.qh" #include "../antilag.qh" -#include "../../common/constants.qh" -#include "../../common/util.qh" +#include +#include -#include "../../common/weapons/all.qh" +#include +#include -#include "../../lib/warpzone/common.qh" +#include // this function calculates w_shotorg and w_shotdir based on the weapon model // offset, trueaim and antilag, and won't put w_shotorg inside a wall. // make sure you call makevectors first (FIXME?) -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) +void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range) { + TC(Sound, snd); 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? float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; - if(PS(ent).m_weapon == WEP_RIFLE) + if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -46,14 +48,15 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m v_up = vu; // un-adjust trueaim if shotend is too close - if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange) + if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange)) w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange; // track max damage - if(accuracy_canbegooddamage(ent)) + if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0); - W_HitPlotAnalysis(ent, v_forward, v_right, v_up); + if(IS_PLAYER(ent)) + W_HitPlotAnalysis(ent, v_forward, v_right, v_up); .entity weaponentity = weaponentities[0]; // TODO: unhardcode vector md = ent.(weaponentity).movedir; @@ -68,8 +71,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m // now move the shotorg forward as much as requested if possible if(antilag) { - if(ent.antilag_debug) - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug); + if(CS(ent).antilag_debug) + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug); else tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); } @@ -131,9 +134,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (!autocvar_g_norecoil) ent.punchangle_x = recoil * -1; - if (snd != "") - { - _sound (ent, chan, snd, VOL_BASE, ATTN_NORM); + if (snd != SND_Null) { + sound (ent, chan, snd, VOL_BASE, ATTN_NORM); W_PlayStrengthSound(ent); } @@ -144,13 +146,13 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); } } -vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute) +vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute) { vector mdirection; float mspeed; vector outvelocity; - mvelocity = mvelocity * W_WeaponSpeedFactor(); + mvelocity = mvelocity * W_WeaponSpeedFactor(actor); mdirection = normalize(mvelocity); mspeed = vlen(mvelocity); @@ -187,7 +189,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); #endif - proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute); + proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute); } @@ -195,8 +197,8 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // Ballistics Tracing // ==================== -void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) -{SELFPARAM(); +void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) +{ vector hitloc, force, endpoint, dir; entity ent, endent; float endq3surfaceflags; @@ -223,13 +225,13 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // trace multiple times until we hit a wall, each obstacle will be made // non-solid so we can hit the next, while doing this we spawn effects and // note down which entities were hit so we can damage them later - o = self; + o = this; while (1) { - if(self.antilag_debug) - WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug); + if(CS(this).antilag_debug) + WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug); else - WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self)); + WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this)); if(o && WarpZone_trace_firstzone) { o = world; @@ -237,7 +239,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self); + Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this); // if it is world we can't hurt it so stop now if (trace_ent == world || trace_fraction == 1) @@ -277,24 +279,25 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // Find all non-hit players the beam passed close by if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) { - FOR_EACH_REALCLIENT(msg_entity) - if(msg_entity != self) - if(!msg_entity.railgunhit) - if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too - { - // nearest point on the beam - beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA( + if(!it.railgunhit) + if(!(IS_SPEC(it) && it.enemy == this)) + { + msg_entity = it; + // nearest point on the beam + beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); - f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); - if(f <= 0) - continue; + f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); + if(f <= 0) + continue; - snd = SND(NEXWHOOSH_RANDOM()); + snd = SND(NEXWHOOSH_RANDOM()); - if(!pseudoprojectile) - pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE); - } + if(!pseudoprojectile) + pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume + soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE); + } + )); if(pseudoprojectile) remove(pseudoprojectile); @@ -310,16 +313,16 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); - if(accuracy_isgooddamage(self, ent)) + if(accuracy_isgooddamage(this, ent)) totaldmg += bdamage * f; // apply the damage if (ent.takedamage) - Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); + Damage (ent, this, this, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); // create a small explosion to throw gibs around (if applicable) //setorigin (explosion, hitloc); - //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype); + //RadiusDamage (explosion, this, 10, 0, 50, world, world, 300, deathtype); ent.railgunhitloc = '0 0 0'; ent.railgunhitsolidbackup = SOLID_NOT; @@ -331,7 +334,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } // calculate hits and fired shots for hitscan - accuracy_add(self, PS(self).m_weapon.m_id, 0, min(bdamage, totaldmg)); + accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; @@ -340,20 +343,19 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f void fireBullet_trace_callback(vector start, vector hit, vector end) { - if(vlen(hit - start) > 16) + if(vdist(hit - start, >, 16)) trailparticles(world, fireBullet_trace_callback_eff, start, hit); WarpZone_trace_forent = world; fireBullet_last_hit = world; } -void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) -{SELFPARAM(); +void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) +{ vector end; dir = normalize(dir + randomvec() * spread); end = start + dir * MAX_SHOT_DISTANCE; - entity pl; fireBullet_last_hit = world; float solid_penetration_left = 1; float total_damage = 0; @@ -365,23 +367,28 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat else fireBullet_trace_callback_eff = EFFECT_BULLET; - float lag = ANTILAG_LATENCY(self); + float lag = ANTILAG_LATENCY(this); if(lag < 0.001) lag = 0; - if (!IS_REAL_CLIENT(self)) + if (!IS_REAL_CLIENT(this)) lag = 0; - if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag) + if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag) lag = 0; // only do hitscan, but no antilag if(lag) { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_takeback(pl, time - lag); - FOR_EACH_MONSTER(pl) - antilag_takeback(pl, time - lag); + FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag)); + FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { + if (it != this) + antilag_takeback(it, it, time - lag); + }); } - WarpZone_trace_forent = self; + // change shooter to SOLID_BBOX so the shot can hit corpses + int oldsolid = this.dphitcontentsmask; + if(this) + this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + + WarpZone_trace_forent = this; for (;;) { @@ -396,8 +403,9 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat if (pointcontents(start) == CONTENT_SKY) break; - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - break; + // can't use noimpact, as we need to pass through walls + //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + //break; // if we hit "weapclip", bail out // @@ -411,30 +419,30 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // matching shaders: // common/weapclip (intended) // common/noimpact (is supposed to eat projectiles, but is erased anyway) - float is_weapclip = 0; + bool is_weapclip = false; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) - is_weapclip = 1; + is_weapclip = true; if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self); + Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this); 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). { fireBullet_last_hit = hit; yoda = 0; - MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage); - damage = frag_damage; - float g = accuracy_isgooddamage(self, hit); - Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); + MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage); + damage = M_ARGV(4, float); + float g = accuracy_isgooddamage(this, hit); + Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); // calculate hits for ballistic weapons if(g) { // do not exceed 100% float added_damage = min(damage - total_damage, damage * solid_penetration_left); total_damage += damage * solid_penetration_left; - accuracy_add(self, PS(self).m_weapon.m_id, 0, added_damage); + accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage); } } @@ -472,21 +480,25 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // Only show effect when going through a player (invisible otherwise) if (hit && (hit.solid != SOLID_BSP)) - if(vlen(trace_endpos - start) > 4) - trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos); + if(vdist(trace_endpos - start, >, 4)) + trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos); start = trace_endpos; if(hit.solid == SOLID_BSP) - Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self); + Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this); } if(lag) { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_restore(pl); - FOR_EACH_MONSTER(pl) - antilag_restore(pl); + FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it))); + FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { + if (it != this) + antilag_restore(it, it); + }); } + + // restore shooter solid type + if(this) + this.dphitcontentsmask = oldsolid; }