1 // this function calculates w_shotorg and w_shotdir based on the weapon model
2 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
3 // make sure you call makevectors first (FIXME?)
4 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
6 float nudge = 1; // added to traceline target and subtracted from result
9 oldsolid = ent.dphitcontentsmask;
10 if(ent.weapon == WEP_RIFLE)
11 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
13 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
15 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
16 // passing world, because we do NOT want it to touch dphitcontentsmask
18 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
19 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
25 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
30 // un-adjust trueaim if shotend is too close
31 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
32 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
35 if(accuracy_canbegooddamage(ent))
36 accuracy_add(ent, ent.weapon, maxdamage, 0);
38 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
40 if(ent.weaponentity.movedir_x > 0)
41 vecs = ent.weaponentity.movedir;
45 dv = v_right * -vecs_y + v_up * vecs_z;
46 w_shotorg = ent.origin + ent.view_ofs + dv;
48 // now move the shotorg forward as much as requested if possible
52 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
54 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
57 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
58 w_shotorg = trace_endpos - v_forward * nudge;
59 // calculate the shotdir from the chosen shotorg
60 w_shotdir = normalize(w_shotend - w_shotorg);
63 if (!ent.cvar_cl_noantilag)
65 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
67 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
68 if (!trace_ent.takedamage)
70 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
71 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
75 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
77 w_shotdir = normalize(trace_ent.origin - w_shotorg);
81 else if(autocvar_g_antilag == 3) // client side hitscan
83 // this part MUST use prydon cursor
84 if (ent.cursor_trace_ent) // client was aiming at someone
85 if (ent.cursor_trace_ent != ent) // just to make sure
86 if (ent.cursor_trace_ent.takedamage) // and that person is killable
87 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
89 // verify that the shot would miss without antilag
90 // (avoids an issue where guns would always shoot at their origin)
91 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
92 if (!trace_ent.takedamage)
94 // verify that the shot would hit if altered
95 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
96 if (trace_ent == ent.cursor_trace_ent)
97 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
99 print("antilag fail\n");
105 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
107 if (!autocvar_g_norecoil)
108 ent.punchangle_x = recoil * -1;
112 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
113 W_PlayStrengthSound(ent);
116 // nudge w_shotend so a trace to w_shotend hits
117 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
120 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
126 mvelocity = mvelocity * g_weaponspeedfactor;
128 mdirection = normalize(mvelocity);
129 mspeed = vlen(mvelocity);
131 outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
136 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
138 if(proj.owner == world)
139 error("Unowned missile");
141 dir = dir + upDir * (pUpSpeed / pSpeed);
142 dir_z += pZSpeed / pSpeed;
144 dir = normalize(dir);
147 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
149 mspercallsum = mspercallcount = 0;
150 mspercallsstyle = autocvar_g_projectiles_spread_style;
152 mspercallsum -= gettime(GETTIME_HIRES);
155 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
158 mspercallsum += gettime(GETTIME_HIRES);
160 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
163 proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
167 // ====================
168 // Ballistics Tracing
169 // ====================
171 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
173 vector hitloc, force, endpoint, dir;
175 float endq3surfaceflags;
182 entity pseudoprojectile;
185 pseudoprojectile = world;
187 dir = normalize(end - start);
188 length = vlen(end - start);
189 force = dir * bforce;
191 // go a little bit into the wall because we need to hit this wall later
196 // trace multiple times until we hit a wall, each obstacle will be made
197 // non-solid so we can hit the next, while doing this we spawn effects and
198 // note down which entities were hit so we can damage them later
202 if(self.antilag_debug)
203 WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
205 WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
206 if(o && WarpZone_trace_firstzone)
212 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
213 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
215 // if it is world we can't hurt it so stop now
216 if (trace_ent == world || trace_fraction == 1)
219 // make the entity non-solid so we can hit the next one
220 trace_ent.railgunhit = TRUE;
221 trace_ent.railgunhitloc = end;
222 trace_ent.railgunhitsolidbackup = trace_ent.solid;
223 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
224 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
226 // stop if this is a wall
227 if (trace_ent.solid == SOLID_BSP)
230 // make the entity non-solid
231 trace_ent.solid = SOLID_NOT;
234 endpoint = trace_endpos;
236 endq3surfaceflags = trace_dphitq3surfaceflags;
238 // find all the entities the railgun hit and restore their solid state
239 ent = findfloat(world, railgunhit, TRUE);
242 // restore their solid type
243 ent.solid = ent.railgunhitsolidbackup;
244 ent = findfloat(ent, railgunhit, TRUE);
247 // spawn a temporary explosion entity for RadiusDamage calls
248 //explosion = spawn();
250 // Find all non-hit players the beam passed close by
251 if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX)
253 FOR_EACH_REALCLIENT(msg_entity)
254 if(msg_entity != self)
255 if(!msg_entity.railgunhit)
256 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
258 // nearest point on the beam
259 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
261 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
265 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
267 if(!pseudoprojectile)
268 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
269 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
273 remove(pseudoprojectile);
276 // find all the entities the railgun hit and hurt them
277 ent = findfloat(world, railgunhit, TRUE);
280 // get the details we need to call the damage function
281 hitloc = ent.railgunhitloc;
283 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
284 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
286 if(accuracy_isgooddamage(self.realowner, ent))
287 totaldmg += bdamage * f;
291 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
293 // create a small explosion to throw gibs around (if applicable)
294 //setorigin (explosion, hitloc);
295 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
297 ent.railgunhitloc = '0 0 0';
298 ent.railgunhitsolidbackup = SOLID_NOT;
299 ent.railgunhit = FALSE;
300 ent.railgundistance = 0;
302 // advance to the next entity
303 ent = findfloat(ent, railgunhit, TRUE);
306 // calculate hits and fired shots for hitscan
307 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
309 trace_endpos = endpoint;
311 trace_dphitq3surfaceflags = endq3surfaceflags;
314 void fireBullet_trace_callback(vector start, vector hit, vector end)
316 if(vlen(hit - start) > 16)
317 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
318 WarpZone_trace_forent = world;
319 fireBullet_last_hit = world;
322 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects)
326 dir = normalize(dir + randomvec() * spread);
327 end = start + dir * MAX_SHOT_DISTANCE;
330 fireBullet_last_hit = world;
331 float solid_penetration_left = 1;
332 float total_damage = 0;
334 if(tracereffects & EF_RED)
335 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
336 else if(tracereffects & EF_BLUE)
337 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
339 fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
341 float lag = ANTILAG_LATENCY(self);
344 if (!IS_REAL_CLIENT(self))
346 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
347 lag = 0; // only do hitscan, but no antilag
351 antilag_takeback(pl, time - lag);
353 WarpZone_trace_forent = self;
357 // TODO also show effect while tracing
358 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback);
359 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
360 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
361 start = trace_endpos;
362 entity hit = trace_ent;
364 // When hitting sky, stop.
365 if (pointcontents(start) == CONTENT_SKY)
368 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
371 // if we hit "weapclip", bail out
373 // rationale of this check:
375 // any shader that is solid, nodraw AND trans is meant to clip weapon
376 // shots and players, but has no other effect!
378 // if it is not trans, it is caulk and should not have this side effect
381 // common/weapclip (intended)
382 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
383 float is_weapclip = 0;
384 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
385 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
386 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
389 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
390 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
392 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).
394 fireBullet_last_hit = hit;
396 float g = accuracy_isgooddamage(self, hit);
397 Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
398 // calculate hits for ballistic weapons
401 // do not exceed 100%
402 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
403 total_damage += damage * solid_penetration_left;
404 accuracy_add(self, self.weapon, 0, added_damage);
412 // outside the world? forget it
413 if(start_x > world.maxs_x || start_y > world.maxs_y || start_z > world.maxs_z || start_x < world.mins_x || start_y < world.mins_y || start_z < world.mins_z)
417 if(max_solid_penetration < 0)
419 else if(hit.ballistics_density < -1)
420 break; // -2: no solid penetration, ever
421 else if(hit.ballistics_density < 0)
422 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
423 else if(hit.ballistics_density == 0)
424 maxdist = max_solid_penetration * solid_penetration_left;
426 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
428 if(maxdist <= autocvar_g_ballistics_mindistance)
431 // move the entity along its velocity until it's out of solid, then let it resume
432 // The previously hit entity is ignored here!
433 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE, hit);
434 if(trace_fraction == 1) // 1: we never got out of solid
437 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
438 solid_penetration_left *= (dist_taken / maxdist);
440 // Only show effect when going through a player (invisible otherwise)
441 if (hit && (hit.solid != SOLID_BSP))
442 if(vlen(trace_endpos - start) > 4)
443 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
445 start = trace_endpos;
447 if(hit.solid == SOLID_BSP)
448 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);