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_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
138 if(missile.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);
154 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
156 mspercallsum += gettime(GETTIME_HIRES);
158 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
161 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
165 // ====================
166 // Ballistics Tracing
167 // ====================
169 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
171 vector hitloc, force, endpoint, dir;
173 float endq3surfaceflags;
180 entity pseudoprojectile;
183 pseudoprojectile = world;
185 dir = normalize(end - start);
186 length = vlen(end - start);
187 force = dir * bforce;
189 // go a little bit into the wall because we need to hit this wall later
194 // trace multiple times until we hit a wall, each obstacle will be made
195 // non-solid so we can hit the next, while doing this we spawn effects and
196 // note down which entities were hit so we can damage them later
200 if(self.antilag_debug)
201 WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
203 WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
204 if(o && WarpZone_trace_firstzone)
210 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
211 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
213 // if it is world we can't hurt it so stop now
214 if (trace_ent == world || trace_fraction == 1)
217 // make the entity non-solid so we can hit the next one
218 trace_ent.railgunhit = TRUE;
219 trace_ent.railgunhitloc = end;
220 trace_ent.railgunhitsolidbackup = trace_ent.solid;
221 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
222 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
224 // stop if this is a wall
225 if (trace_ent.solid == SOLID_BSP)
228 // make the entity non-solid
229 trace_ent.solid = SOLID_NOT;
232 endpoint = trace_endpos;
234 endq3surfaceflags = trace_dphitq3surfaceflags;
236 // find all the entities the railgun hit and restore their solid state
237 ent = findfloat(world, railgunhit, TRUE);
240 // restore their solid type
241 ent.solid = ent.railgunhitsolidbackup;
242 ent = findfloat(ent, railgunhit, TRUE);
245 // spawn a temporary explosion entity for RadiusDamage calls
246 //explosion = spawn();
248 // Find all non-hit players the beam passed close by
249 if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX)
251 FOR_EACH_REALCLIENT(msg_entity)
252 if(msg_entity != self)
253 if(!msg_entity.railgunhit)
254 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
256 // nearest point on the beam
257 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
259 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
263 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
265 if(!pseudoprojectile)
266 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
267 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
271 remove(pseudoprojectile);
274 // find all the entities the railgun hit and hurt them
275 ent = findfloat(world, railgunhit, TRUE);
278 // get the details we need to call the damage function
279 hitloc = ent.railgunhitloc;
281 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
282 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
284 if(accuracy_isgooddamage(self.realowner, ent))
285 totaldmg += bdamage * f;
289 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
291 // create a small explosion to throw gibs around (if applicable)
292 //setorigin (explosion, hitloc);
293 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
295 ent.railgunhitloc = '0 0 0';
296 ent.railgunhitsolidbackup = SOLID_NOT;
297 ent.railgunhit = FALSE;
298 ent.railgundistance = 0;
300 // advance to the next entity
301 ent = findfloat(ent, railgunhit, TRUE);
304 // calculate hits and fired shots for hitscan
305 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
307 trace_endpos = endpoint;
309 trace_dphitq3surfaceflags = endq3surfaceflags;
312 void fireBullet_trace_callback(vector start, vector hit, vector end)
314 if(vlen(hit - start) > 16)
315 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
316 WarpZone_trace_forent = world;
317 fireBullet_last_hit = world;
320 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects)
324 dir = normalize(dir + randomvec() * spread);
325 end = start + dir * MAX_SHOT_DISTANCE;
328 fireBullet_last_hit = world;
329 float solid_penetration_left = 1;
330 float total_damage = 0;
332 if(tracereffects & EF_RED)
333 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
334 else if(tracereffects & EF_BLUE)
335 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
337 fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
339 float lag = ANTILAG_LATENCY(self);
342 if (!IS_REAL_CLIENT(self))
344 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
345 lag = 0; // only do hitscan, but no antilag
349 antilag_takeback(pl, time - lag);
351 WarpZone_trace_forent = self;
355 // TODO also show effect while tracing
356 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback);
357 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
358 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
359 start = trace_endpos;
360 entity hit = trace_ent;
362 // When hitting sky, stop.
363 if (pointcontents(start) == CONTENT_SKY)
366 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
369 // if we hit "weapclip", bail out
371 // rationale of this check:
373 // any shader that is solid, nodraw AND trans is meant to clip weapon
374 // shots and players, but has no other effect!
376 // if it is not trans, it is caulk and should not have this side effect
379 // common/weapclip (intended)
380 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
381 float is_weapclip = 0;
382 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
383 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
384 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
387 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
388 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
390 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).
392 fireBullet_last_hit = hit;
394 float g = accuracy_isgooddamage(self, hit);
395 Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
396 // calculate hits for ballistic weapons
399 // do not exceed 100%
400 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
401 total_damage += damage * solid_penetration_left;
402 accuracy_add(self, self.weapon, 0, added_damage);
410 // outside the world? forget it
411 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)
415 if(max_solid_penetration < 0)
417 else if(hit.ballistics_density < -1)
418 break; // -2: no solid penetration, ever
419 else if(hit.ballistics_density < 0)
420 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
421 else if(hit.ballistics_density == 0)
422 maxdist = max_solid_penetration * solid_penetration_left;
424 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
426 if(maxdist <= autocvar_g_ballistics_mindistance)
429 // move the entity along its velocity until it's out of solid, then let it resume
430 // The previously hit entity is ignored here!
431 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE, hit);
432 if(trace_fraction == 1) // 1: we never got out of solid
435 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
436 solid_penetration_left *= (dist_taken / maxdist);
438 // Only show effect when going through a player (invisible otherwise)
439 if (hit && (hit.solid != SOLID_BSP))
440 if(vlen(trace_endpos - start) > 4)
441 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
443 start = trace_endpos;
445 if(hit.solid == SOLID_BSP)
446 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);