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 vector dv = v_right * -vecs.y + v_up * vecs.z;
78 w_shotorg = ent.origin + ent.view_ofs + dv;
80 // now move the shotorg forward as much as requested if possible
83 if(CS(ent).antilag_debug)
84 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
86 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
89 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
90 w_shotorg = trace_endpos - v_forward * nudge;
91 // calculate the shotdir from the chosen shotorg
92 if(W_DualWielding(ent))
93 w_shotdir = s_forward;
95 w_shotdir = normalize(w_shotend - w_shotorg);
97 //vector prevdir = w_shotdir;
98 //vector prevorg = w_shotorg;
99 //vector prevend = w_shotend;
102 if (!CS(ent).cvar_cl_noantilag)
104 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
106 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
107 if (!trace_ent.takedamage)
109 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
110 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
114 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
116 w_shotdir = normalize(trace_ent.origin - w_shotorg);
120 else if(autocvar_g_antilag == 3) // client side hitscan
122 // this part MUST use prydon cursor
123 if (CS(ent).cursor_trace_ent) // client was aiming at someone
124 if (CS(ent).cursor_trace_ent != ent) // just to make sure
125 if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
126 if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
128 // verify that the shot would miss without antilag
129 // (avoids an issue where guns would always shoot at their origin)
130 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
131 if (!trace_ent.takedamage)
133 // verify that the shot would hit if altered
134 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
135 if (trace_ent == CS(ent).cursor_trace_ent)
136 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
138 LOG_INFO("antilag fail");
144 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
146 if (!autocvar_g_norecoil)
147 ent.punchangle_x = recoil * -1;
149 if (snd != SND_Null) {
150 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
151 W_PlayStrengthSound(ent);
154 // nudge w_shotend so a trace to w_shotend hits
155 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
156 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
157 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
158 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
161 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
167 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
169 mdirection = normalize(mvelocity);
170 mspeed = vlen(mvelocity);
172 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);
177 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
179 if(proj.owner == NULL)
180 error("Unowned missile");
182 dir = dir + upDir * (pUpSpeed / pSpeed);
183 dir.z += pZSpeed / pSpeed;
185 dir = normalize(dir);
188 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
190 mspercallsum = mspercallcount = 0;
191 mspercallsstyle = autocvar_g_projectiles_spread_style;
193 mspercallsum -= gettime(GETTIME_HIRES);
196 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
199 mspercallsum += gettime(GETTIME_HIRES);
201 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
204 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
208 // ====================
209 // Ballistics Tracing
210 // ====================
212 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
214 entity pseudoprojectile = NULL;
216 vector dir = normalize(end - start);
217 float length = vlen(end - start);
218 vector force = dir * bforce;
220 // go a little bit into the wall because we need to hit this wall later
225 // trace multiple times until we hit a wall, each obstacle will be made
226 // non-solid so we can hit the next, while doing this we spawn effects and
227 // note down which entities were hit so we can damage them later
231 if(CS(this).antilag_debug)
232 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
234 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
235 if(o && WarpZone_trace_firstzone)
241 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
242 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
244 // if it is NULL we can't hurt it so stop now
245 if (trace_ent == NULL || trace_fraction == 1)
248 // make the entity non-solid so we can hit the next one
249 IL_PUSH(g_railgunhit, trace_ent);
250 trace_ent.railgunhit = true;
251 trace_ent.railgunhitloc = end;
252 trace_ent.railgunhitsolidbackup = trace_ent.solid;
253 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
254 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
256 // stop if this is a wall
257 if (trace_ent.solid == SOLID_BSP)
260 // make the entity non-solid
261 trace_ent.solid = SOLID_NOT;
264 vector endpoint = trace_endpos;
265 entity endent = trace_ent;
266 float endq3surfaceflags = trace_dphitq3surfaceflags;
268 // find all the entities the railgun hit and restore their solid state
269 IL_EACH(g_railgunhit, it.railgunhit,
271 it.solid = it.railgunhitsolidbackup;
274 // spawn a temporary explosion entity for RadiusDamage calls
275 //explosion = spawn();
277 // Find all non-hit players the beam passed close by
278 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
280 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
282 if(!(IS_SPEC(it) && it.enemy == this))
285 // nearest point on the beam
286 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
288 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
292 if(!pseudoprojectile)
293 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
294 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
299 delete(pseudoprojectile);
302 // find all the entities the railgun hit and hurt them
303 IL_EACH(g_railgunhit, it.railgunhit,
305 // removal from the list is handled below
307 // get the details we need to call the damage function
308 vector hitloc = it.railgunhitloc;
310 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
311 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
313 if(accuracy_isgooddamage(this, it))
314 totaldmg += bdamage * foff;
318 Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
320 // create a small explosion to throw gibs around (if applicable)
321 //setorigin(explosion, hitloc);
322 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
324 it.railgunhitloc = '0 0 0';
325 it.railgunhitsolidbackup = SOLID_NOT;
326 it.railgunhit = false;
327 it.railgundistance = 0;
330 IL_CLEAR(g_railgunhit);
332 // calculate hits and fired shots for hitscan
333 if(this.(weaponentity))
334 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
336 trace_endpos = endpoint;
338 trace_dphitq3surfaceflags = endq3surfaceflags;
341 void fireBullet_trace_callback(vector start, vector hit, vector end)
343 if(vdist(hit - start, >, 16))
344 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
345 WarpZone_trace_forent = NULL;
346 fireBullet_last_hit = NULL;
349 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)
353 dir = normalize(dir + randomvec() * spread);
354 end = start + dir * max_shot_distance;
356 fireBullet_last_hit = NULL;
357 fireBullet_trace_callback_eff = tracer_effect;
359 float solid_penetration_left = 1;
360 float total_damage = 0;
362 float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
365 bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
366 if(autocvar_g_antilag == 0 || noantilag)
367 lag = 0; // only do hitscan, but no antilag
369 antilag_takeback_all(this, lag);
371 // change shooter to SOLID_BBOX so the shot can hit corpses
372 int oldsolid = this.dphitcontentsmask;
374 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
376 WarpZone_trace_forent = this;
380 // TODO also show effect while tracing
381 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
382 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
383 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
384 start = trace_endpos;
385 entity hit = trace_ent;
387 // traced up to max_shot_distance and didn't hit anything at all
388 if (trace_fraction == 1.0)
391 // When hitting sky, stop.
392 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
395 // can't use noimpact, as we need to pass through walls
396 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
399 // if we hit "weapclip", bail out
401 // rationale of this check:
403 // any shader that is solid, nodraw AND trans is meant to clip weapon
404 // shots and players, but has no other effect!
406 // if it is not trans, it is caulk and should not have this side effect
409 // common/weapclip (intended)
410 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
411 bool is_weapclip = false;
412 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
413 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
414 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
417 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
418 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
420 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).
422 fireBullet_last_hit = hit;
424 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
425 damage = M_ARGV(4, float);
426 bool gooddamage = accuracy_isgooddamage(this, hit);
427 Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
428 // calculate hits for ballistic weapons
431 // do not exceed 100%
432 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
433 total_damage += damage * solid_penetration_left;
434 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
438 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
442 // outside the world? forget it
443 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)
447 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
448 if(max_solid_penetration < 0)
450 else if(hitstore.ballistics_density < -1)
451 break; // -2: no solid penetration, ever
452 else if(hitstore.ballistics_density < 0)
453 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
454 else if(hitstore.ballistics_density == 0)
455 maxdist = max_solid_penetration * solid_penetration_left;
457 maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
459 if(maxdist <= autocvar_g_ballistics_mindistance)
462 // move the entity along its velocity until it's out of solid, then let it resume
463 // The previously hit entity is ignored here!
464 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
465 if(trace_fraction == 1) // 1: we never got out of solid
468 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
469 // fraction_used_of_what_is_left = dist_taken / maxdist
470 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
471 solid_penetration_left *= 1 - dist_taken / maxdist;
472 solid_penetration_left = max(solid_penetration_left, 0);
474 // Only show effect when going through a player (invisible otherwise)
475 if (hit && (hit.solid != SOLID_BSP))
476 if(vdist(trace_endpos - start, >, 4))
477 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
479 start = trace_endpos;
481 if(hit.solid == SOLID_BSP)
482 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
486 antilag_restore_all(this);
488 // restore shooter solid type
490 this.dphitcontentsmask = oldsolid;