]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Merge branch 'master' into martin-t/mg-solidpen
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 506bb43c408b847393bd13216a0e79c066130db6..fdee0d6fe93acf9496f4a20532d314cead002fe9 100644 (file)
 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 = ent.dphitcontentsmask;
        Weapon wep = DEATH_WEAPONOF(deathtype);
        if(!IS_CLIENT(ent))
                antilag = false; // no antilag for non-clients!
        if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
+       {
+               // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
+               // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
+               // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
+               // TODO for fireBullet, find how far the shot will penetrate and aim at that
+               //      for fireRailgunbullet, find the farthest target and aim at that
+               //      this will avoid issues when another player is passing in front of you when you shoot
+               //      (currently such a shot will hit him but then miss the original target)
                ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       }
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        if(antilag)
@@ -64,20 +74,22 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        vector md = ent.(weaponentity).movedir;
        vector vecs = ((md.x > 0) ? md : '0 0 0');
 
-       vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
-       w_shotorg = ent.origin + ent.view_ofs;
+       // 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;
+       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 + dv, MOVE_NORMAL, ent, 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);
                else
-                       tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+                       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 + dv, MOVE_NORMAL, ent);
-       w_shotorg = trace_endpos;
+               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
        if(W_DualWielding(ent))
                w_shotdir = s_forward;
@@ -142,7 +154,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        }
 
        // nudge w_shotend so a trace to w_shotend hits
-       w_shotend = w_shotend + normalize(w_shotend - w_shotorg);
+       w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
        //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
        //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
        //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
@@ -338,15 +350,14 @@ void fireBullet_trace_callback(vector start, vector hit, vector end)
 
 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)
 {
-       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);
@@ -367,7 +378,6 @@ 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);
@@ -405,7 +415,7 @@ 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).
                {
@@ -414,13 +424,13 @@ 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);
                        }
                }
@@ -442,9 +452,9 @@ 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;
@@ -456,10 +466,10 @@ 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))
@@ -469,7 +479,7 @@ 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)