X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qh;h=67246859c0bb043063991ef6da145e37289b9dbf;hb=c05104bde1e758c4022f9755f02f177aa0476134;hp=ed046465bc9890329b2140693e0156f031887120;hpb=762a3c2e6e3cefba632282c37130581efa663de5;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qh b/qcsrc/server/weapons/tracing.qh index ed046465b..67246859c 100644 --- a/qcsrc/server/weapons/tracing.qh +++ b/qcsrc/server/weapons/tracing.qh @@ -1,5 +1,9 @@ #pragma once +#include +#include +#include + vector w_shotorg; vector w_shotdir; vector w_shotend; @@ -7,13 +11,18 @@ vector w_shotend; // 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, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range); +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); -#define W_SetupShot_Dir_ProjectileSize(ent,wepent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance) -#define W_SetupShot_ProjectileSize(ent,wepent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage) -#define W_SetupShot_Dir(ent,wepent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage) -#define W_SetupShot(ent,wepent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage) -#define W_SetupShot_Range(ent,wepent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range) +#define W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \ + W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance, deathtype) +#define W_SetupShot_ProjectileSize(ent, wepent, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \ + W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) +#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype) \ + W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) +#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype) \ + W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) +#define W_SetupShot_Range(ent, wepent, antilag, recoil, snd, chan, maxdamage, range, deathtype) \ + W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range, deathtype) vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute); @@ -25,21 +34,28 @@ float mspercallcount; void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute); -#define W_SetupProjVelocity_Basic(ent,pspeed,pspread) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, pspeed, 0, 0, pspread, false) +#define W_SetupProjVelocity_Basic(ent,pspeed,pspread) \ + W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, pspeed, 0, 0, pspread, false) -#define W_SetupProjVelocity_UP_PRE(ent,wepname,prefix) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), WEP_CVAR(wepname, prefix##speed_up), WEP_CVAR(wepname, prefix##speed_z), WEP_CVAR(wepname, prefix##spread), false) -#define W_SetupProjVelocity_UP_PRI(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), WEP_CVAR_PRI(wepname, speed_up), WEP_CVAR_PRI(wepname, speed_z), WEP_CVAR_PRI(wepname, spread), false) -#define W_SetupProjVelocity_UP_SEC(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), WEP_CVAR_SEC(wepname, speed_up), WEP_CVAR_SEC(wepname, speed_z), WEP_CVAR_SEC(wepname, spread), false) +#define W_SetupProjVelocity_UP_PRE(ent, wepname, prefix) \ + W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), WEP_CVAR(wepname, prefix##speed_up), WEP_CVAR(wepname, prefix##speed_z), WEP_CVAR(wepname, prefix##spread), false) +#define W_SetupProjVelocity_UP_PRI(ent, wepname) \ + W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), WEP_CVAR_PRI(wepname, speed_up), WEP_CVAR_PRI(wepname, speed_z), WEP_CVAR_PRI(wepname, spread), false) +#define W_SetupProjVelocity_UP_SEC(ent, wepname) \ + W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), WEP_CVAR_SEC(wepname, speed_up), WEP_CVAR_SEC(wepname, speed_z), WEP_CVAR_SEC(wepname, spread), false) -#define W_SetupProjVelocity_UP_BOTH(ent,wepname,isprimary) \ +#define W_SetupProjVelocity_UP_BOTH(ent, wepname, isprimary) \ if(isprimary) { W_SetupProjVelocity_UP_PRI(ent, wepname); } \ else { W_SetupProjVelocity_UP_SEC(ent, wepname); } -#define W_SetupProjVelocity_PRE(ent,wepname,prefix) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), 0, 0, WEP_CVAR(wepname, prefix##spread), false) -#define W_SetupProjVelocity_PRI(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), 0, 0, WEP_CVAR_PRI(wepname, spread), false) -#define W_SetupProjVelocity_SEC(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), 0, 0, WEP_CVAR_SEC(wepname, spread), false) +#define W_SetupProjVelocity_PRE(ent, wepname, prefix) \ + W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), 0, 0, WEP_CVAR(wepname, prefix##spread), false) +#define W_SetupProjVelocity_PRI(ent, wepname) \ + W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), 0, 0, WEP_CVAR_PRI(wepname, spread), false) +#define W_SetupProjVelocity_SEC(ent, wepname) \ + W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), 0, 0, WEP_CVAR_SEC(wepname, spread), false) -#define W_SetupProjVelocity_BOTH(ent,wepname,isprimary) \ +#define W_SetupProjVelocity_BOTH(ent, wepname, isprimary) \ if(isprimary) { W_SetupProjVelocity_PRI(ent, wepname); } \ else { W_SetupProjVelocity_SEC(ent, wepname); } @@ -47,11 +63,22 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // Ballistics Tracing // ==================== +.float ballistics_density; + +// for railgun damage (hitting multiple enemies) +.bool railgunhit; +.float railgunhitsolidbackup; +.vector railgunhitloc; + +IntrusiveList g_railgunhit; +STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); } + .float railgundistance; .vector railgunforce; -void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype); +void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype); entity fireBullet_trace_callback_eff; entity fireBullet_last_hit; void fireBullet_trace_callback(vector start, vector hit, vector end); -void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects); +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); +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);