]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Merge branch 'master' into Lyberta/GivePlayerAmmo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index b49ed88f596ca00a7ef4e6b3467b7e5a3f36c2e2..bf272a01a94e02d75041436a36b2c7ce1846ddad 100644 (file)
@@ -1,5 +1,7 @@
 #include "tracing.qh"
 
+#include <common/effects/all.qh>
+
 #include "accuracy.qh"
 #include "common.qh"
 #include "hitplot.qh"
@@ -25,10 +27,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
 {
        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) && PS(ent).m_weapon == WEP_RIFLE)
+       float oldsolid = ent.dphitcontentsmask;
+       if(!IS_CLIENT(ent))
+               antilag = false; // no antilag for non-clients!
+       if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
                ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
@@ -54,18 +56,15 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
 
        // track max damage
        if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
-               accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
+               accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
 
        if(IS_PLAYER(ent))
-               W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+               W_HitPlotAnalysis(ent, weaponentity, 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 +86,7 @@ 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 +107,10 @@ 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 +118,11 @@ 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");
                                }
                        }
                }
@@ -186,7 +185,7 @@ 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);
@@ -197,35 +196,23 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p
 //  Ballistics Tracing
 // ====================
 
-void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
+void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int 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;
+       entity pseudoprojectile = NULL;
 
-       pseudoprojectile = NULL;
-
-       dir = normalize(end - start);
-       length = vlen(end - start);
-       force = dir * bforce;
+       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
        end = end + dir;
 
-       totaldmg = 0;
+       float 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 = this;
+       entity o = this;
        while (1)
        {
                if(CS(this).antilag_debug)
@@ -246,6 +233,7 @@ void FireRailgunBullet (entity this, vector start, vector end, float bdamage, fl
                        break;
 
                // make the entity non-solid so we can hit the next one
+               IL_PUSH(g_railgunhit, trace_ent);
                trace_ent.railgunhit = true;
                trace_ent.railgunhitloc = end;
                trace_ent.railgunhitsolidbackup = trace_ent.solid;
@@ -260,18 +248,15 @@ void FireRailgunBullet (entity this, vector start, vector end, float bdamage, fl
                trace_ent.solid = SOLID_NOT;
        }
 
-       endpoint = trace_endpos;
-       endent = trace_ent;
-       endq3surfaceflags = trace_dphitq3surfaceflags;
+       vector endpoint = trace_endpos;
+       entity endent = trace_ent;
+       float endq3surfaceflags = trace_dphitq3surfaceflags;
 
        // find all the entities the railgun hit and restore their solid state
-       ent = findfloat(NULL, railgunhit, true);
-       while (ent)
+       IL_EACH(g_railgunhit, it.railgunhit,
        {
-               // restore their solid type
-               ent.solid = ent.railgunhitsolidbackup;
-               ent = findfloat(ent, railgunhit, true);
-       }
+               it.solid = it.railgunhitsolidbackup;
+       });
 
        // spawn a temporary explosion entity for RadiusDamage calls
        //explosion = spawn();
@@ -279,62 +264,60 @@ void FireRailgunBullet (entity this, vector start, vector end, float bdamage, fl
        // 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))
                        {
                                msg_entity = it;
                                // nearest point on the beam
-                               beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+                               vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
 
-                               f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+                               float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
                                if(f <= 0)
                                        continue;
 
-                               snd = SND(NEXWHOOSH_RANDOM());
-
                                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);
+                               soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
                        }
-               ));
+               });
 
                if(pseudoprojectile)
                        delete(pseudoprojectile);
        }
 
        // find all the entities the railgun hit and hurt them
-       ent = findfloat(NULL, railgunhit, true);
-       while (ent)
+       IL_EACH(g_railgunhit, it.railgunhit,
        {
+               // removal from the list is handled below
+
                // get the details we need to call the damage function
-               hitloc = ent.railgunhitloc;
+               vector hitloc = it.railgunhitloc;
 
-               f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
-               ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
+               float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
+               float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
 
-               if(accuracy_isgooddamage(this, ent))
-                       totaldmg += bdamage * f;
+               if(accuracy_isgooddamage(this, it))
+                       totaldmg += bdamage * foff;
 
                // apply the damage
-               if (ent.takedamage)
-                       Damage (ent, this, this, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
+               if (it.takedamage)
+                       Damage (it, this, this, bdamage * foff, deathtype, 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);
 
-               ent.railgunhitloc = '0 0 0';
-               ent.railgunhitsolidbackup = SOLID_NOT;
-               ent.railgunhit = false;
-               ent.railgundistance = 0;
+               it.railgunhitloc = '0 0 0';
+               it.railgunhitsolidbackup = SOLID_NOT;
+               it.railgunhit = false;
+               it.railgundistance = 0;
+       });
 
-               // advance to the next entity
-               ent = findfloat(ent, railgunhit, true);
-       }
+       IL_CLEAR(g_railgunhit);
 
        // calculate hits and fired shots for hitscan
-       accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg));
+       accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
 
        trace_endpos = endpoint;
        trace_ent = endent;
@@ -349,12 +332,12 @@ void fireBullet_trace_callback(vector start, vector hit, vector end)
        fireBullet_last_hit = NULL;
 }
 
-void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
 {
        vector  end;
 
        dir = normalize(dir + randomvec() * spread);
-       end = start + dir * MAX_SHOT_DISTANCE;
+       end = start + dir * max_shot_distance;
 
        fireBullet_last_hit = NULL;
        float solid_penetration_left = 1;
@@ -367,12 +350,11 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s
        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)
        {
@@ -399,6 +381,10 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s
                start = trace_endpos;
                entity hit = trace_ent;
 
+               // traced up to max_shot_distance and didn't hit anything at all
+               if (trace_fraction == 1.0)
+                       break;
+
                // When hitting sky, stop.
                if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
                        break;
@@ -432,7 +418,7 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s
                {
                        fireBullet_last_hit = hit;
                        yoda = 0;
-                       MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage);
+                       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);
@@ -442,7 +428,7 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s
                                // do not exceed 100%
                                float added_damage = min(damage - total_damage, damage * solid_penetration_left);
                                total_damage += damage * solid_penetration_left;
-                               accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage);
+                               accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
                        }
                }
 
@@ -455,16 +441,17 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s
                        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;