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;
+ vector forward, right, up;
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
- v_forward = vf;
- v_right = vr;
- v_up = vu;
+ v_forward = forward;
+ v_right = right;
+ v_up = up;
// un-adjust trueaim if shotend is too close
if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
accuracy_add(ent, wep, maxdamage, 0);
if(IS_PLAYER(ent))
- W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
+ W_HitPlotAnalysis(ent, wep, forward, right, up);
vector md = ent.(weaponentity).movedir;
vector vecs = ((md.x > 0) ? md : '0 0 0');
// TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
// which fixes issue #1957 but causes #2129
- vector dv = v_right * -vecs.y + v_up * vecs.z;
+ vector dv = right * -vecs.y + 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(CS(ent).antilag_debug)
- tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
else
- tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + 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;
+ tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - forward * nudge;
// calculate the shotdir from the chosen shotorg
if(W_DualWielding(ent))
w_shotdir = s_forward;
msg_entity = it;
// we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE);
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
});
if(pseudoprojectile)
delete(pseudoprojectile);
fireBullet_last_hit = NULL;
}
-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)
+void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag)
{
- vector end;
-
dir = normalize(dir + randomvec() * spread);
- end = start + dir * max_shot_distance;
+ vector end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
fireBullet_trace_callback_eff = tracer_effect;
- float solid_penetration_left = 1;
+ float solid_penetration_fraction = 1;
+ float damage_fraction = 1;
float total_damage = 0;
- float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
- if(lag < 0.001)
- lag = 0;
- bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
- if(autocvar_g_antilag == 0 || noantilag)
- lag = 0; // only do hitscan, but no antilag
+ float lag = ((do_antilag) ? antilag_getlag(this) : 0);
if(lag)
antilag_takeback_all(this, lag);
for (;;)
{
- // TODO also show effect while tracing
WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
is_weapclip = true;
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, this);
+ Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
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).
{
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
bool gooddamage = accuracy_isgooddamage(this, hit);
- Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
+ Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
// calculate hits for ballistic weapons
if(gooddamage)
{
// do not exceed 100%
- float added_damage = min(damage - total_damage, damage * solid_penetration_left);
- total_damage += damage * solid_penetration_left;
+ float added_damage = min(damage - total_damage, damage * damage_fraction);
+ total_damage += damage * damage_fraction;
accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
}
}
else if(hitstore.ballistics_density < 0)
maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
else if(hitstore.ballistics_density == 0)
- maxdist = max_solid_penetration * solid_penetration_left;
+ maxdist = max_solid_penetration * solid_penetration_fraction;
else
- maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
+ maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
if(maxdist <= autocvar_g_ballistics_mindistance)
break;
break;
float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
- // fraction_used_of_what_is_left = dist_taken / maxdist
- // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
- solid_penetration_left *= 1 - dist_taken / maxdist;
- solid_penetration_left = max(solid_penetration_left, 0);
+ float fraction_used_of_what_is_left = dist_taken / maxdist;
+ solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
+ solid_penetration_fraction = max(solid_penetration_fraction, 0);
+ damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
// Only show effect when going through a player (invisible otherwise)
if (hit && (hit.solid != SOLID_BSP))
start = trace_endpos;
if(hit.solid == SOLID_BSP)
- Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
+ Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
}
if(lag)
if(this)
this.dphitcontentsmask = oldsolid;
}
+
+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)
+{
+ fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, force, dtype, tracer_effect, true);
+}