void W_GiveWeapon (entity e, float wep) { entity oldself; if (!wep) return; e.weapons |= WepSet_FromWeapon(wep); oldself = self; self = e; if(IS_PLAYER(other)) { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); } self = oldself; } .float railgundistance; .vector railgunforce; void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype) { vector hitloc, force, endpoint, dir; entity ent, endent; float endq3surfaceflags; float totaldmg; entity o; float length; vector beampos; string snd; entity pseudoprojectile; float f, ffs; pseudoprojectile = world; dir = normalize(end - start); length = vlen(end - start); force = dir * bforce; // go a little bit into the wall because we need to hit this wall later end = end + dir; totaldmg = 0; // 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; while (1) { if(self.antilag_debug) WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug); else WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self)); if(o && WarpZone_trace_firstzone) { o = world; continue; } if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX) Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self); // if it is world we can't hurt it so stop now if (trace_ent == world || trace_fraction == 1) break; // make the entity non-solid so we can hit the next one trace_ent.railgunhit = TRUE; trace_ent.railgunhitloc = end; trace_ent.railgunhitsolidbackup = trace_ent.solid; trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start); trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force); // stop if this is a wall if (trace_ent.solid == SOLID_BSP) break; // make the entity non-solid trace_ent.solid = SOLID_NOT; } endpoint = trace_endpos; endent = trace_ent; endq3surfaceflags = trace_dphitq3surfaceflags; // find all the entities the railgun hit and restore their solid state ent = findfloat(world, railgunhit, TRUE); while (ent) { // restore their solid type ent.solid = ent.railgunhitsolidbackup; ent = findfloat(ent, railgunhit, TRUE); } // spawn a temporary explosion entity for RadiusDamage calls //explosion = spawn(); // Find all non-hit players the beam passed close by if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX) { 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); f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); if(f <= 0) continue; snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav"); 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); } // find all the entities the railgun hit and hurt them ent = findfloat(world, railgunhit, TRUE); while (ent) { // get the details we need to call the damage function hitloc = ent.railgunhitloc; f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); if(accuracy_isgooddamage(self.realowner, ent)) totaldmg += bdamage * f; // apply the damage if (ent.takedamage) Damage (ent, self, self, 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, 300, deathtype); ent.railgunhitloc = '0 0 0'; ent.railgunhitsolidbackup = SOLID_NOT; ent.railgunhit = FALSE; ent.railgundistance = 0; // advance to the next entity ent = findfloat(ent, railgunhit, TRUE); } // calculate hits and fired shots for hitscan accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; trace_dphitq3surfaceflags = endq3surfaceflags; } float fireBullet_trace_callback_eff; void fireBullet_trace_callback(vector start, vector hit, vector end) { if(vlen(hit - start) > 16) trailparticles(world, fireBullet_trace_callback_eff, start, hit); WarpZone_trace_forent = world; } void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects) { // TODO antilag takeback vector end; dir = normalize(dir + randomvec() * spread); end = start + dir * MAX_SHOT_DISTANCE; entity pl; entity last_hit = world; float solid_penetration_left = 1; float total_damage = 0; if(tracereffects & EF_RED) fireBullet_trace_callback_eff = particleeffectnum("tr_rifle"); else if(tracereffects & EF_BLUE) fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak"); else fireBullet_trace_callback_eff = particleeffectnum("tr_bullet"); float lag = ANTILAG_LATENCY(self); if(lag < 0.001) lag = 0; if (!IS_REAL_CLIENT(self)) lag = 0; if(autocvar_g_antilag == 0 || self.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); WarpZone_trace_forent = self; for (;;) { // TODO also show effect while tracing WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback); dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir); end = WarpZone_TransformOrigin(WarpZone_trace_transform, end); start = trace_endpos; entity hit = trace_ent; // When hitting sky, stop. if (pointcontents(start) == CONTENT_SKY) break; if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) break; // if we hit "weapclip", bail out // // rationale of this check: // // any shader that is solid, nodraw AND trans is meant to clip weapon // shots and players, but has no other effect! // // if it is not trans, it is caulk and should not have this side effect // // matching shaders: // common/weapclip (intended) // common/noimpact (is supposed to eat projectiles, but is erased anyway) float is_weapclip = 0; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) is_weapclip = 1; // Avoid self-damage (except after going through a warp) // FIXME can this actually happen in any other case? Probably // only with weird shotorigin outside the player bbox. if (hit != WarpZone_trace_forent) { 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); if(hit && hit != last_hit) { yoda = 0; float g = accuracy_isgooddamage(self, hit); Damage(hit, self, self, 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, self.weapon, 0, added_damage); } } last_hit = hit; // don't hit the same player twice with the same bullet } if (is_weapclip) break; // go through solid! // outside the world? forget it 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) break; float maxdist; if(max_solid_penetration < 0) break; else if(hit.ballistics_density < -1) break; // -2: no solid penetration, ever else if(hit.ballistics_density < 0) maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance else if(hit.ballistics_density == 0) maxdist = max_solid_penetration * solid_penetration_left; else maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density; if(maxdist <= autocvar_g_ballistics_mindistance) break; // move the entity along its velocity until it's out of solid, then let it resume traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE); if(trace_fraction == 1) // 1: we never got out of solid break; float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start)); solid_penetration_left *= (dist_taken / maxdist); // 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); 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); } if(lag) FOR_EACH_PLAYER(pl) if(pl != self) antilag_restore(pl); } float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception) { float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA); float is_from_owner = (inflictor == projowner); float is_from_exception = (exception != -1); //dprint(strcat("W_CheckProjectileDamage: from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n"))); if(autocvar_g_projectiles_damage <= -2) { return FALSE; // no damage to projectiles at all, not even with the exceptions } else if(autocvar_g_projectiles_damage == -1) { if(is_from_exception) return (exception); // if exception is detected, allow it to override else return FALSE; // otherwise, no other damage is allowed } else if(autocvar_g_projectiles_damage == 0) { if(is_from_exception) return (exception); // if exception is detected, allow it to override else if (!is_from_contents) return FALSE; // otherwise, only allow damage from contents } else if(autocvar_g_projectiles_damage == 1) { if(is_from_exception) return (exception); // if exception is detected, allow it to override else if (!(is_from_contents || is_from_owner)) return FALSE; // otherwise, only allow self damage and damage from contents } else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions { if(is_from_exception) return (exception); // if exception is detected, allow it to override } return TRUE; // if none of these return, then allow damage anyway. } void W_PrepareExplosionByDamage(entity attacker, void() explode) { self.takedamage = DAMAGE_NO; self.event_damage = func_null; if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner) { self.owner = attacker; self.realowner = attacker; } // do not explode NOW but in the NEXT FRAME! // because recursive calls to RadiusDamage are not allowed self.nextthink = time; self.think = explode; }