// 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) { float nudge = 1; // added to traceline target and subtracted from result float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; if(ent.weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; if(antilag) WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); // passing world, because we do NOT want it to touch dphitcontentsmask else WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent); ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; vector vf, vr, vu; vf = v_forward; vr = v_right; vu = v_up; w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support v_forward = vf; v_right = vr; v_up = vu; // un-adjust trueaim if shotend is too close if(vlen(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)) accuracy_add(ent, ent.weapon, maxdamage, 0); W_HitPlotAnalysis(ent, v_forward, v_right, v_up); if(ent.weaponentity.movedir_x > 0) vecs = ent.weaponentity.movedir; else vecs = '0 0 0'; dv = v_right * -vecs_y + v_up * vecs_z; w_shotorg = ent.origin + ent.view_ofs + dv; // 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); else tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); } else tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent); w_shotorg = trace_endpos - v_forward * nudge; // calculate the shotdir from the chosen shotorg w_shotdir = normalize(w_shotend - w_shotorg); if (antilag) if (!ent.cvar_cl_noantilag) { if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original { traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); if (!trace_ent.takedamage) { traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); if (trace_ent.takedamage && IS_PLAYER(trace_ent)) { entity e; e = trace_ent; traceline(w_shotorg, e.origin, MOVE_NORMAL, ent); if(trace_ent == e) w_shotdir = normalize(trace_ent.origin - w_shotorg); } } } else if(autocvar_g_antilag == 3) // client side hitscan { // this part MUST use prydon cursor if (ent.cursor_trace_ent) // client was aiming at someone if (ent.cursor_trace_ent != ent) // just to make sure if (ent.cursor_trace_ent.takedamage) // and that person is killable if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player { // verify that the shot would miss without antilag // (avoids an issue where guns would always shoot at their origin) traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); if (!trace_ent.takedamage) { // verify that the shot would hit if altered traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent); if (trace_ent == ent.cursor_trace_ent) w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg); else print("antilag fail\n"); } } } } ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX) if (!autocvar_g_norecoil) ent.punchangle_x = recoil * -1; if (snd != "") { sound (ent, chan, snd, VOL_BASE, ATTN_NORM); W_PlayStrengthSound(ent); } // nudge w_shotend so a trace to w_shotend hits w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge; } vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute) { vector mdirection; float mspeed; vector outvelocity; mvelocity = mvelocity * g_weaponspeedfactor; mdirection = normalize(mvelocity); mspeed = vlen(mvelocity); 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); return outvelocity; } #if 0 float mspercallsum; float mspercallsstyle; float mspercallcount; #endif void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute) { if(missile.owner == world) error("Unowned missile"); dir = dir + upDir * (pUpSpeed / pSpeed); dir_z += pZSpeed / pSpeed; pSpeed *= vlen(dir); dir = normalize(dir); #if 0 if(autocvar_g_projectiles_spread_style != mspercallsstyle) { mspercallsum = mspercallcount = 0; mspercallsstyle = autocvar_g_projectiles_spread_style; } mspercallsum -= gettime(GETTIME_HIRES); #endif dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); #if 0 mspercallsum += gettime(GETTIME_HIRES); mspercallcount += 1; print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); #endif missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute); } void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) // WEAPONTODO { W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE); } // ==================== // Ballistics Tracing // ==================== 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; railgun_start = start; railgun_end = end; 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 not(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, 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; } void W_BallisticBullet_Hit (void) { float f, q, g; f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier q = 1 + self.dmg_edge / self.dmg; if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX) Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self); if(other && other != self.enemy) { endzcurveparticles(); yoda = 0; railgun_start = self.origin - 2 * frametime * self.velocity; railgun_end = self.origin + 2 * frametime * self.velocity; g = accuracy_isgooddamage(self.realowner, other); Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f); /*if(yoda && (time > (self.last_yoda + 5))) { Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); self.last_yoda = time; }*/ // calculate hits for ballistic weapons if(g) { // do not exceed 100% q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total; self.dmg_total += f * self.dmg; accuracy_add(self.realowner, self.realowner.weapon, 0, q); } } self.enemy = other; // don't hit the same player twice with the same bullet } void W_BallisticBullet_LeaveSolid_think() { setorigin(self, self.W_BallisticBullet_LeaveSolid_origin); self.velocity = self.W_BallisticBullet_LeaveSolid_velocity; self.think = self.W_BallisticBullet_LeaveSolid_think_save; self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save); self.W_BallisticBullet_LeaveSolid_think_save = func_null; self.flags &= ~FL_ONGROUND; if(self.enemy.solid == SOLID_BSP) { float f; f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self); } UpdateCSQCProjectile(self); } float W_BallisticBullet_LeaveSolid(float eff) { // move the entity along its velocity until it's out of solid, then let it resume vector vel = self.velocity; float dt, dst, velfactor, v0, vs; float maxdist; float E0_m, Es_m; float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1); // outside the world? forget it 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) return 0; // special case for zero density and zero bullet constant: if(self.dmg_radius == 0) { if(other.ballistics_density < 0) constant = 0; // infinite travel distance else return 0; // no penetration } else { if(other.ballistics_density < 0) constant = 0; // infinite travel distance else if(other.ballistics_density == 0) constant = self.dmg_radius; else constant = self.dmg_radius * other.ballistics_density; } // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass v0 = vlen(vel); E0_m = 0.5 * v0 * v0; if(constant) { maxdist = E0_m / constant; // maxdist = 0.5 * v0 * v0 / constant // dprint("max dist = ", ftos(maxdist), "\n"); if(maxdist <= autocvar_g_ballistics_mindistance) return 0; } else { maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity } traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE); if(trace_fraction == 1) // 1: we never got out of solid return 0; self.W_BallisticBullet_LeaveSolid_origin = trace_endpos; dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin)); // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass Es_m = E0_m - constant * dst; if(Es_m <= 0) { // roundoff errors got us return 0; } vs = sqrt(2 * Es_m); velfactor = vs / v0; dt = dst / (0.5 * (v0 + vs)); // this is not correct, but the differential equations have no analytic // solution - and these times are very small anyway //print("dt = ", ftos(dt), "\n"); self.W_BallisticBullet_LeaveSolid_think_save = self.think; self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink; self.think = W_BallisticBullet_LeaveSolid_think; self.nextthink = time + dt; vel = vel * velfactor; self.velocity = '0 0 0'; self.flags |= FL_ONGROUND; // prevent moving self.W_BallisticBullet_LeaveSolid_velocity = vel; if(eff >= 0) if(vlen(trace_endpos - self.origin) > 4) { endzcurveparticles(); trailparticles(self, eff, self.origin, trace_endpos); } return 1; } void W_BallisticBullet_Touch (void) { //float density; if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this! return; PROJECTILE_TOUCH; W_BallisticBullet_Hit (); if(self.dmg_radius < 0) // these NEVER penetrate solid { remove(self); return; } // 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 farther above) if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID) if not(trace_dphitcontents & DPCONTENTS_OPAQUE) { remove(self); return; } // go through solid! if(!W_BallisticBullet_LeaveSolid(-1)) { remove(self); return; } self.projectiledeathtype |= HITTYPE_BOUNCE; } void endFireBallisticBullet() // WEAPONTODO { endzcurveparticles(); } void fireBallisticBullet_trace_callback(vector start, vector hit, vector end) { if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16) zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity); WarpZone_trace_forent = world; self.owner = world; } void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant) { float lag, dt, savetime; //, density; entity pl, oldself; float antilagging; antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets)); entity proj; proj = spawn(); proj.classname = "bullet"; proj.owner = proj.realowner = self; PROJECTILE_MAKETRIGGER(proj); if(gravityfactor > 0) { proj.movetype = MOVETYPE_TOSS; proj.gravity = gravityfactor; } else proj.movetype = MOVETYPE_FLY; proj.think = SUB_Remove; proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed); W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging); proj.angles = vectoangles(proj.velocity); if(bulletconstant > 0) proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant; else if(bulletconstant == 0) proj.dmg_radius = 0; else proj.dmg_radius = -1; // so: bulletconstant = bullet mass / area of bullet circle setorigin(proj, start); proj.flags = FL_PROJECTILE; proj.touch = W_BallisticBullet_Touch; proj.dmg = damage; proj.dmg_force = force; proj.projectiledeathtype = dtype; proj.oldvelocity = proj.velocity; other = proj; MUTATOR_CALLHOOK(EditProjectile); if(antilagging) { float eff; if(tracereffects & EF_RED) eff = particleeffectnum("tr_rifle"); else if(tracereffects & EF_BLUE) eff = particleeffectnum("tr_rifle_weak"); else eff = particleeffectnum("tr_bullet"); // NOTE: this may severely throw off weapon balance lag = ANTILAG_LATENCY(self); if(lag < 0.001) lag = 0; if not(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); oldself = self; self = proj; savetime = frametime; frametime = 0.05; for(;;) { // DP tracetoss is stupid and always traces in 0.05s // ticks. This makes it trace in 0.05*0.125s ticks // instead. vector v0; float g0; v0 = self.velocity; g0 = self.gravity; self.velocity = self.velocity * 0.125; self.gravity *= 0.125 * 0.125; trace_fraction = 0; fireBallisticBullet_trace_callback_ent = self; fireBallisticBullet_trace_callback_eff = eff; WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback); self.velocity = v0; self.gravity = g0; if(trace_fraction == 1) break; // won't hit anything anytime soon (DP's // tracetoss does 200 tics of, here, // 0.05*0.125s, that is, 1.25 seconds other = trace_ent; dt = WarpZone_tracetoss_time * 0.125; // this is only approximate! setorigin(self, trace_endpos); self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125); if(!SUB_OwnerCheck()) { if(SUB_NoImpactCheck()) break; // hit the player W_BallisticBullet_Hit(); } if(proj.dmg_radius < 0) // these NEVER penetrate solid 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 farther above) if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID) if not(trace_dphitcontents & DPCONTENTS_OPAQUE) break; // go through solid! if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1)) break; W_BallisticBullet_LeaveSolid_think(); self.projectiledeathtype |= HITTYPE_BOUNCE; } frametime = savetime; self = oldself; if(lag) FOR_EACH_PLAYER(pl) if(pl != self) antilag_restore(pl); remove(proj); return; } if(tracereffects & EF_RED) CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE); else if(tracereffects & EF_BLUE) CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE); else CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE); } void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer) { vector end; dir = normalize(dir + randomvec() * spread); end = start + dir * MAX_SHOT_DISTANCE; if(self.antilag_debug) traceline_antilag (self, start, end, FALSE, self, self.antilag_debug); else traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self)); end = trace_endpos; if (pointcontents (trace_endpos) != CONTENT_SKY) { if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self); Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force); } trace_endpos = end; }