]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Add support for pitch shifting to the QC sound sending implementation, apply pitch...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 9de0045cf6f4fe887780f46d86789cde0e089e88..3259523f071474ed95374282594ee255825910d5 100644 (file)
@@ -51,7 +51,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                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 forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+       vector forward, right, up;
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -213,10 +213,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p
 
 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
 {
-       entity pseudoprojectile = NULL;
-
        vector dir = normalize(end - start);
-       float length = vlen(end - start);
        vector force = dir * bforce;
 
        // go a little bit into the wall because we need to hit this wall later
@@ -273,42 +270,31 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
                it.solid = it.railgunhitsolidbackup;
        });
 
-       // spawn a temporary explosion entity for RadiusDamage calls
-       //explosion = spawn();
-
-       // Find all non-hit players the beam passed close by
-       if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
-       {
-               FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
-                       if(!it.railgunhit)
-                       if(!(IS_SPEC(it) && it.enemy == this))
-                       {
-                               msg_entity = it;
-                               // nearest point on the beam
-                               vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+       // Find all players the beam passed close by (even those hit)
+       float length = vlen(endpoint - start);
+       entity pseudoprojectile = NULL;
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
+               // not when spectating the shooter
+               if (IS_SPEC(it) && it.enemy == this) continue;
 
-                               float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
-                               if(f <= 0)
-                                       continue;
+               // nearest point on the beam
+               vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
 
-                               if(!pseudoprojectile)
-                                       pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
-                               soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
-                       }
-               });
+               if(!pseudoprojectile)
+                       pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
 
-               if(pseudoprojectile)
-                       delete(pseudoprojectile);
-       }
+               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, 0);
+       });
+       if(pseudoprojectile)
+               delete(pseudoprojectile);
 
        // find all the entities the railgun hit and hurt them
        IL_EACH(g_railgunhit, it.railgunhit,
        {
                // removal from the list is handled below
 
-               // get the details we need to call the damage function
-               vector hitloc = it.railgunhitloc;
-
                float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
                float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
 
@@ -317,11 +303,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
 
                // apply the damage
                if (it.takedamage)
-                       Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
-
-               // create a small explosion to throw gibs around (if applicable)
-               //setorigin(explosion, hitloc);
-               //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
+                       Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
 
                it.railgunhitloc = '0 0 0';
                it.railgunhitsolidbackup = SOLID_NOT;
@@ -348,25 +330,19 @@ void fireBullet_trace_callback(vector start, vector hit, vector end)
        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);
 
@@ -379,7 +355,6 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
 
        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);
@@ -417,7 +392,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                        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).
                {
@@ -426,13 +401,13 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                        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);
                        }
                }
@@ -454,9 +429,9 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                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;
@@ -468,10 +443,10 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                        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))
@@ -481,7 +456,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                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)
@@ -491,3 +466,8 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
        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);
+}