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1 // this function calculates w_shotorg and w_shotdir based on the weapon model
2 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
3 // make sure you call makevectors first (FIXME?)
4 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)
5 {
6         float nudge = 1; // added to traceline target and subtracted from result
7         float oldsolid;
8         vector vecs, dv;
9         oldsolid = ent.dphitcontentsmask;
10         if(ent.weapon == WEP_RIFLE)
11                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
12         else
13                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
14         if(antilag)
15                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
16                 // passing world, because we do NOT want it to touch dphitcontentsmask
17         else
18                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
19         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
20
21         vector vf, vr, vu;
22         vf = v_forward;
23         vr = v_right;
24         vu = v_up;
25         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
26         v_forward = vf;
27         v_right = vr;
28         v_up = vu;
29
30         // un-adjust trueaim if shotend is too close
31         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
32                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
33
34         // track max damage
35         if(accuracy_canbegooddamage(ent))
36                 accuracy_add(ent, ent.weapon, maxdamage, 0);
37
38         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
39
40         if(ent.weaponentity.movedir_x > 0)
41                 vecs = ent.weaponentity.movedir;
42         else
43                 vecs = '0 0 0';
44
45         dv = v_right * -vecs_y + v_up * vecs_z;
46         w_shotorg = ent.origin + ent.view_ofs + dv;
47
48         // now move the shotorg forward as much as requested if possible
49         if(antilag)
50         {
51                 if(ent.antilag_debug)
52                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
53                 else
54                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
55         }
56         else
57                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
58         w_shotorg = trace_endpos - v_forward * nudge;
59         // calculate the shotdir from the chosen shotorg
60         w_shotdir = normalize(w_shotend - w_shotorg);
61
62         if (antilag)
63         if (!ent.cvar_cl_noantilag)
64         {
65                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
66                 {
67                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
68                         if (!trace_ent.takedamage)
69                         {
70                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
71                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
72                                 {
73                                         entity e;
74                                         e = trace_ent;
75                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
76                                         if(trace_ent == e)
77                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
78                                 }
79                         }
80                 }
81                 else if(autocvar_g_antilag == 3) // client side hitscan
82                 {
83                         // this part MUST use prydon cursor
84                         if (ent.cursor_trace_ent)                 // client was aiming at someone
85                         if (ent.cursor_trace_ent != ent)         // just to make sure
86                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
87                         if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
88                         {
89                                 // verify that the shot would miss without antilag
90                                 // (avoids an issue where guns would always shoot at their origin)
91                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
92                                 if (!trace_ent.takedamage)
93                                 {
94                                         // verify that the shot would hit if altered
95                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
96                                         if (trace_ent == ent.cursor_trace_ent)
97                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
98                                         else
99                                                 print("antilag fail\n");
100                                 }
101                         }
102                 }
103         }
104
105         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
106
107         if (!g_norecoil)
108                 ent.punchangle_x = recoil * -1;
109
110         if (snd != "")
111         {
112                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
113                 W_PlayStrengthSound(ent);
114         }
115
116         // nudge w_shotend so a trace to w_shotend hits
117         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
118 }
119
120 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
121 {
122         vector mdirection;
123         float mspeed;
124         vector outvelocity;
125
126         mvelocity = mvelocity * g_weaponspeedfactor;
127
128         mdirection = normalize(mvelocity);
129         mspeed = vlen(mvelocity);
130
131         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);
132
133         return outvelocity;
134 }
135
136 #if 0
137 float mspercallsum;
138 float mspercallsstyle;
139 float mspercallcount;
140 #endif
141 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
142 {
143         if(missile.owner == world)
144                 error("Unowned missile");
145
146         dir = dir + upDir * (pUpSpeed / pSpeed);
147         dir_z += pZSpeed / pSpeed;
148         pSpeed *= vlen(dir);
149         dir = normalize(dir);
150
151 #if 0
152         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
153         {
154                 mspercallsum = mspercallcount = 0;
155                 mspercallsstyle = autocvar_g_projectiles_spread_style;
156         }
157         mspercallsum -= gettime(GETTIME_HIRES);
158 #endif
159         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
160 #if 0
161         mspercallsum += gettime(GETTIME_HIRES);
162         mspercallcount += 1;
163         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
164 #endif
165
166         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
167 }
168
169 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) // WEAPONTODO
170 {
171         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
172 }
173
174
175 // ====================
176 //  Ballistics Tracing
177 // ====================
178
179 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
180 {
181         vector hitloc, force, endpoint, dir;
182         entity ent, endent;
183         float endq3surfaceflags;
184         float totaldmg;
185         entity o;
186
187         float length;
188         vector beampos;
189         string snd;
190         entity pseudoprojectile;
191         float f, ffs;
192
193         pseudoprojectile = world;
194
195         railgun_start = start;
196         railgun_end = end;
197
198         dir = normalize(end - start);
199         length = vlen(end - start);
200         force = dir * bforce;
201
202         // go a little bit into the wall because we need to hit this wall later
203         end = end + dir;
204
205         totaldmg = 0;
206
207         // trace multiple times until we hit a wall, each obstacle will be made
208         // non-solid so we can hit the next, while doing this we spawn effects and
209         // note down which entities were hit so we can damage them later
210         o = self;
211         while (1)
212         {
213                 if(self.antilag_debug)
214                         WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
215                 else
216                         WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
217                 if(o && WarpZone_trace_firstzone)
218                 {
219                         o = world;
220                         continue;
221                 }
222
223                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
224                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
225
226                 // if it is world we can't hurt it so stop now
227                 if (trace_ent == world || trace_fraction == 1)
228                         break;
229
230                 // make the entity non-solid so we can hit the next one
231                 trace_ent.railgunhit = TRUE;
232                 trace_ent.railgunhitloc = end;
233                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
234                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
235                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
236
237                 // stop if this is a wall
238                 if (trace_ent.solid == SOLID_BSP)
239                         break;
240
241                 // make the entity non-solid
242                 trace_ent.solid = SOLID_NOT;
243         }
244
245         endpoint = trace_endpos;
246         endent = trace_ent;
247         endq3surfaceflags = trace_dphitq3surfaceflags;
248
249         // find all the entities the railgun hit and restore their solid state
250         ent = findfloat(world, railgunhit, TRUE);
251         while (ent)
252         {
253                 // restore their solid type
254                 ent.solid = ent.railgunhitsolidbackup;
255                 ent = findfloat(ent, railgunhit, TRUE);
256         }
257
258         // spawn a temporary explosion entity for RadiusDamage calls
259         //explosion = spawn();
260
261         // Find all non-hit players the beam passed close by
262         if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
263         {
264                 FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
265                 {
266                         // nearest point on the beam
267                         beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
268
269                         f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
270                         if(f <= 0)
271                                 continue;
272
273                         snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
274
275                         if(!pseudoprojectile)
276                                 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
277                         soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
278                 }
279
280                 if(pseudoprojectile)
281                         remove(pseudoprojectile);
282         }
283
284         // find all the entities the railgun hit and hurt them
285         ent = findfloat(world, railgunhit, TRUE);
286         while (ent)
287         {
288                 // get the details we need to call the damage function
289                 hitloc = ent.railgunhitloc;
290
291                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
292                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
293
294                 if(accuracy_isgooddamage(self.realowner, ent))
295                         totaldmg += bdamage * f;
296
297                 // apply the damage
298                 if (ent.takedamage)
299                         Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
300
301                 // create a small explosion to throw gibs around (if applicable)
302                 //setorigin (explosion, hitloc);
303                 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
304
305                 ent.railgunhitloc = '0 0 0';
306                 ent.railgunhitsolidbackup = SOLID_NOT;
307                 ent.railgunhit = FALSE;
308                 ent.railgundistance = 0;
309
310                 // advance to the next entity
311                 ent = findfloat(ent, railgunhit, TRUE);
312         }
313
314         // calculate hits and fired shots for hitscan
315         accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
316
317         trace_endpos = endpoint;
318         trace_ent = endent;
319         trace_dphitq3surfaceflags = endq3surfaceflags;
320 }
321
322 void W_BallisticBullet_Hit (void)
323 {
324         float f, q, g;
325
326         f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
327         q = 1 + self.dmg_edge / self.dmg;
328
329         if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
330                 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
331
332         if(other && other != self.enemy)
333         {
334                 endzcurveparticles();
335
336                 yoda = 0;
337                 railgun_start = self.origin - 2 * frametime * self.velocity;
338                 railgun_end = self.origin + 2 * frametime * self.velocity;
339                 g = accuracy_isgooddamage(self.realowner, other);
340                 Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
341
342                 /*if(yoda && (time > (self.last_yoda + 5)))
343                 {
344                         Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
345                         self.last_yoda = time; 
346                 }*/
347
348                 // calculate hits for ballistic weapons
349                 if(g)
350                 {
351                         // do not exceed 100%
352                         q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
353                         self.dmg_total += f * self.dmg;
354                         accuracy_add(self.realowner, self.realowner.weapon, 0, q);
355                 }
356         }
357
358         self.enemy = other; // don't hit the same player twice with the same bullet
359 }
360
361 void W_BallisticBullet_LeaveSolid_think()
362 {
363         setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
364         self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
365
366         self.think = self.W_BallisticBullet_LeaveSolid_think_save;
367         self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
368         self.W_BallisticBullet_LeaveSolid_think_save = func_null;
369
370         self.flags &~= FL_ONGROUND;
371
372         if(self.enemy.solid == SOLID_BSP)
373         {
374                 float f;
375                 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
376                 Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
377         }
378
379         UpdateCSQCProjectile(self);
380 }
381
382 float W_BallisticBullet_LeaveSolid(float eff)
383 {
384         // move the entity along its velocity until it's out of solid, then let it resume
385         vector vel = self.velocity;
386         float dt, dst, velfactor, v0, vs;
387         float maxdist;
388         float E0_m, Es_m;
389         float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
390
391         // outside the world? forget it
392         if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
393                 return 0;
394
395         // special case for zero density and zero bullet constant: 
396
397         if(self.dmg_radius == 0)
398         {
399                 if(other.ballistics_density < 0)
400                         constant = 0; // infinite travel distance
401                 else
402                         return 0; // no penetration
403         }
404         else
405         {
406                 if(other.ballistics_density < 0)
407                         constant = 0; // infinite travel distance
408                 else if(other.ballistics_density == 0)
409                         constant = self.dmg_radius;
410                 else
411                         constant = self.dmg_radius * other.ballistics_density;
412         }
413
414         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
415         v0 = vlen(vel);
416
417         E0_m = 0.5 * v0 * v0;
418
419         if(constant)
420         {
421                 maxdist = E0_m / constant;
422                 // maxdist = 0.5 * v0 * v0 / constant
423                 // dprint("max dist = ", ftos(maxdist), "\n");
424
425                 if(maxdist <= autocvar_g_ballistics_mindistance)
426                         return 0;
427         }
428         else
429         {
430                 maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
431         }
432
433         traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
434         if(trace_fraction == 1) // 1: we never got out of solid
435                 return 0;
436
437         self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
438
439         dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
440         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
441         Es_m = E0_m - constant * dst;
442         if(Es_m <= 0)
443         {
444                 // roundoff errors got us
445                 return 0;
446         }
447         vs = sqrt(2 * Es_m);
448         velfactor = vs / v0;
449
450         dt = dst / (0.5 * (v0 + vs));
451         // this is not correct, but the differential equations have no analytic
452         // solution - and these times are very small anyway
453         //print("dt = ", ftos(dt), "\n");
454
455         self.W_BallisticBullet_LeaveSolid_think_save = self.think;
456         self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
457         self.think = W_BallisticBullet_LeaveSolid_think;
458         self.nextthink = time + dt;
459
460         vel = vel * velfactor;
461
462         self.velocity = '0 0 0';
463         self.flags |= FL_ONGROUND; // prevent moving
464         self.W_BallisticBullet_LeaveSolid_velocity = vel;
465
466         if(eff >= 0)
467                 if(vlen(trace_endpos - self.origin) > 4)
468                 {
469                         endzcurveparticles();
470                         trailparticles(self, eff, self.origin, trace_endpos);
471                 }
472
473         return 1;
474 }
475
476 void W_BallisticBullet_Touch (void)
477 {
478         //float density;
479
480         if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
481                 return;
482
483         PROJECTILE_TOUCH;
484         W_BallisticBullet_Hit ();
485
486         if(self.dmg_radius < 0) // these NEVER penetrate solid
487         {
488                 remove(self);
489                 return;
490         }
491
492         // if we hit "weapclip", bail out
493         //
494         // rationale of this check:
495         //
496         // any shader that is solid, nodraw AND trans is meant to clip weapon
497         // shots and players, but has no other effect!
498         //
499         // if it is not trans, it is caulk and should not have this side effect
500         //
501         // matching shaders:
502         //   common/weapclip (intended)
503         //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
504         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
505         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
506         if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
507         {
508                 remove(self);
509                 return;
510         }
511
512         // go through solid!
513         if(!W_BallisticBullet_LeaveSolid(-1))
514         {
515                 remove(self);
516                 return;
517         }
518
519         self.projectiledeathtype |= HITTYPE_BOUNCE;
520 }
521
522 void endFireBallisticBullet() // WEAPONTODO
523 {
524         endzcurveparticles();
525 }
526
527 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
528 {
529         if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
530                 zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
531         WarpZone_trace_forent = world;
532         self.owner = world;
533 }
534
535 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
536 {
537         float lag, dt, savetime; //, density;
538         entity pl, oldself;
539         float antilagging;
540
541         antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
542
543         entity proj;
544         proj = spawn();
545         proj.classname = "bullet";
546         proj.owner = proj.realowner = self;
547         PROJECTILE_MAKETRIGGER(proj);
548         if(gravityfactor > 0)
549         {
550                 proj.movetype = MOVETYPE_TOSS;
551                 proj.gravity = gravityfactor;
552         }
553         else
554                 proj.movetype = MOVETYPE_FLY;
555         proj.think = SUB_Remove;
556         proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
557         W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
558         proj.angles = vectoangles(proj.velocity);
559         if(bulletconstant > 0)
560                 proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
561         else if(bulletconstant == 0)
562                 proj.dmg_radius = 0;
563         else
564                 proj.dmg_radius = -1;
565         // so: bulletconstant = bullet mass / area of bullet circle
566         setorigin(proj, start);
567         proj.flags = FL_PROJECTILE;
568
569         proj.touch = W_BallisticBullet_Touch;
570         proj.dmg = damage;
571         proj.dmg_force = force;
572         proj.projectiledeathtype = dtype;
573
574         proj.oldvelocity = proj.velocity;
575
576         other = proj; MUTATOR_CALLHOOK(EditProjectile);
577
578         if(antilagging)
579         {
580                 float eff;
581
582                 if(tracereffects & EF_RED)
583                         eff = particleeffectnum("tr_rifle");
584                 else if(tracereffects & EF_BLUE)
585                         eff = particleeffectnum("tr_rifle_weak");
586                 else
587                         eff = particleeffectnum("tr_bullet");
588
589                 // NOTE: this may severely throw off weapon balance
590                 lag = ANTILAG_LATENCY(self);
591                 if(lag < 0.001)
592                         lag = 0;
593                 if not(IS_REAL_CLIENT(self))
594                         lag = 0;
595                 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
596                         lag = 0; // only do hitscan, but no antilag
597
598                 if(lag)
599                         FOR_EACH_PLAYER(pl)
600                                 if(pl != self)
601                                         antilag_takeback(pl, time - lag);
602
603                 oldself = self;
604                 self = proj;
605
606                 savetime = frametime;
607                 frametime = 0.05;
608
609                 for(;;)
610                 {
611                         // DP tracetoss is stupid and always traces in 0.05s
612                         // ticks. This makes it trace in 0.05*0.125s ticks
613                         // instead.
614                         vector v0;
615                         float g0;
616                         v0 = self.velocity;
617                         g0 = self.gravity;
618                         self.velocity = self.velocity * 0.125;
619                         self.gravity *= 0.125 * 0.125;
620                         trace_fraction = 0;
621                         fireBallisticBullet_trace_callback_ent = self;
622                         fireBallisticBullet_trace_callback_eff = eff;
623                         WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
624                         self.velocity = v0;
625                         self.gravity = g0;
626
627                         if(trace_fraction == 1)
628                                 break;
629                                 // won't hit anything anytime soon (DP's
630                                 // tracetoss does 200 tics of, here,
631                                 // 0.05*0.125s, that is, 1.25 seconds
632
633                         other = trace_ent;
634                         dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
635                         setorigin(self, trace_endpos);
636                         self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
637
638                         if(!SUB_OwnerCheck())
639                         {
640                                 if(SUB_NoImpactCheck())
641                                         break;
642
643                                 // hit the player
644                                 W_BallisticBullet_Hit();
645                         }
646
647                         if(proj.dmg_radius < 0) // these NEVER penetrate solid
648                                 break;
649
650                         // if we hit "weapclip", bail out
651                         //
652                         // rationale of this check:
653                         //
654                         // any shader that is solid, nodraw AND trans is meant to clip weapon
655                         // shots and players, but has no other effect!
656                         //
657                         // if it is not trans, it is caulk and should not have this side effect
658                         //
659                         // matching shaders:
660                         //   common/weapclip (intended)
661                         //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
662                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
663                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
664                         if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
665                                 break;
666
667                         // go through solid!
668                         if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
669                                 break;
670
671                         W_BallisticBullet_LeaveSolid_think();
672
673                         self.projectiledeathtype |= HITTYPE_BOUNCE;
674                 }
675                 frametime = savetime;
676                 self = oldself;
677
678                 if(lag)
679                         FOR_EACH_PLAYER(pl)
680                                 if(pl != self)
681                                         antilag_restore(pl);
682
683                 remove(proj);
684
685                 return;
686         }
687
688         if(tracereffects & EF_RED)
689                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
690         else if(tracereffects & EF_BLUE)
691                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
692         else
693                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
694 }
695
696 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
697 {
698         vector  end;
699
700         dir = normalize(dir + randomvec() * spread);
701         end = start + dir * MAX_SHOT_DISTANCE;
702         if(self.antilag_debug)
703                 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
704         else
705                 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
706
707         end = trace_endpos;
708
709         if (pointcontents (trace_endpos) != CONTENT_SKY)
710         {
711                 if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
712                         Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);                    
713
714                 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
715         }
716         trace_endpos = end;
717 }