]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 8e4f88b8cd3d8c4fcf957b1a154e815a4d5158a8..772809d658dde2d8ad7c95bdbce39077634cf06b 100644 (file)
@@ -1,5 +1,7 @@
 #include "tracing.qh"
 
+#include <common/effects/all.qh>
+
 #include "accuracy.qh"
 #include "common.qh"
 #include "hitplot.qh"
@@ -14,6 +16,7 @@
 #include <common/util.qh>
 
 #include <common/weapons/_all.qh>
+#include <common/wepent.qh>
 #include <common/state.qh>
 
 #include <lib/warpzone/common.qh>
 // 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, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype)
 {
        TC(Sound, snd);
        float nudge = 1; // added to traceline target and subtracted from result  TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
-       float oldsolid;
-       vector vecs, dv;
-       oldsolid = ent.dphitcontentsmask;
-       if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
+       float oldsolid = ent.dphitcontentsmask;
+       Weapon wep = DEATH_WEAPONOF(deathtype);
+    if (wep == WEP_Null)
+       wep = ent.(weaponentity).m_weapon; // TODO: don't fall back, if the attack isn't a weapon we don't want it to affect the user's held weapon!
+       if(!IS_CLIENT(ent))
+               antilag = false; // no antilag for non-clients!
+       if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
                ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
@@ -54,18 +60,15 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
 
        // track max damage
        if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
-               accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
+               accuracy_add(ent, wep.m_id, maxdamage, 0);
 
        if(IS_PLAYER(ent))
-               W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
+               W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
 
        vector md = ent.(weaponentity).movedir;
-       if(md.x > 0)
-               vecs = md;
-       else
-               vecs = '0 0 0';
+       vector vecs = ((md.x > 0) ? md : '0 0 0');
 
-       dv = v_right * -vecs.y + v_up * vecs.z;
+       vector 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
@@ -87,7 +90,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        //vector prevend = w_shotend;
 
        if (antilag)
-       if (!ent.cvar_cl_noantilag)
+       if (!CS(ent).cvar_cl_noantilag)
        {
                if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
                {
@@ -108,10 +111,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                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
+                       if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
+                       if (CS(ent).cursor_trace_ent != ent)         // just to make sure
+                       if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
+                       if (IS_PLAYER(CS(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)
@@ -119,11 +122,11 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                                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);
+                                       traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
+                                       if (trace_ent == CS(ent).cursor_trace_ent)
+                                               w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
                                        else
-                                               LOG_INFO("antilag fail\n");
+                                               LOG_INFO("antilag fail");
                                }
                        }
                }
@@ -135,7 +138,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                ent.punchangle_x = recoil * -1;
 
        if (snd != SND_Null) {
-               sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+               sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
                W_PlayStrengthSound(ent);
        }
 
@@ -186,7 +189,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p
        #if 0
        mspercallsum += gettime(GETTIME_HIRES);
        mspercallcount += 1;
-       LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+       LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
        #endif
 
        proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
@@ -265,7 +268,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        // Find all non-hit players the beam passed close by
        if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
        {
-               FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
+               FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
                        if(!it.railgunhit)
                        if(!(IS_SPEC(it) && it.enemy == this))
                        {
@@ -281,7 +284,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
                                        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)
                        delete(pseudoprojectile);
@@ -303,7 +306,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
 
                // apply the damage
                if (it.takedamage)
-                       Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
+                       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);
@@ -351,21 +354,14 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
        else
                fireBullet_trace_callback_eff = EFFECT_BULLET;
 
-       float lag = ANTILAG_LATENCY(this);
+       float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
        if(lag < 0.001)
                lag = 0;
-       if (!IS_REAL_CLIENT(this))
-               lag = 0;
-       if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
+       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
        if(lag)
-       {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
-               IL_EACH(g_monsters, it != this,
-               {
-                       antilag_takeback(it, it, time - lag);
-               });
-       }
+               antilag_takeback_all(this, lag);
 
        // change shooter to SOLID_BBOX so the shot can hit corpses
        int oldsolid = this.dphitcontentsmask;
@@ -423,7 +419,7 @@ 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);
                        float g = accuracy_isgooddamage(this, hit);
-                       Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+                       Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
                        // calculate hits for ballistic weapons
                        if(g)
                        {
@@ -443,16 +439,17 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                        break;
 
                float maxdist;
+               entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
                if(max_solid_penetration < 0)
                        break;
-               else if(hit.ballistics_density < -1)
+               else if(hitstore.ballistics_density < -1)
                        break; // -2: no solid penetration, ever
-               else if(hit.ballistics_density < 0)
+               else if(hitstore.ballistics_density < 0)
                        maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
-               else if(hit.ballistics_density == 0)
+               else if(hitstore.ballistics_density == 0)
                        maxdist = max_solid_penetration * solid_penetration_left;
                else
-                       maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
+                       maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
 
                if(maxdist <= autocvar_g_ballistics_mindistance)
                        break;
@@ -481,13 +478,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
        }
 
        if(lag)
-       {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
-               IL_EACH(g_monsters, it != this,
-               {
-                       antilag_restore(it, it);
-               });
-       }
+               antilag_restore_all(this);
 
        // restore shooter solid type
        if(this)