8 #include "../g_damage.qh"
9 #include "../g_subs.qh"
10 #include "../antilag.qh"
12 #include "../../common/constants.qh"
13 #include "../../common/util.qh"
15 #include "../../common/weapons/all.qh"
17 #include "../../warpzonelib/common.qh"
19 // this function calculates w_shotorg and w_shotdir based on the weapon model
20 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
21 // make sure you call makevectors first (FIXME?)
22 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)
24 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?
27 oldsolid = ent.dphitcontentsmask;
28 if(ent.weapon == WEP_RIFLE.m_id)
29 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
31 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
33 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
34 // passing world, because we do NOT want it to touch dphitcontentsmask
36 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
37 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
43 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
48 // un-adjust trueaim if shotend is too close
49 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
50 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
53 if(accuracy_canbegooddamage(ent))
54 accuracy_add(ent, ent.weapon, maxdamage, 0);
56 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
58 if(ent.weaponentity.movedir.x > 0)
59 vecs = ent.weaponentity.movedir;
63 dv = v_right * -vecs.y + v_up * vecs.z;
64 w_shotorg = ent.origin + ent.view_ofs + dv;
66 // now move the shotorg forward as much as requested if possible
70 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
72 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
75 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
76 w_shotorg = trace_endpos - v_forward * nudge;
77 // calculate the shotdir from the chosen shotorg
78 w_shotdir = normalize(w_shotend - w_shotorg);
80 //vector prevdir = w_shotdir;
81 //vector prevorg = w_shotorg;
82 //vector prevend = w_shotend;
85 if (!ent.cvar_cl_noantilag)
87 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
89 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
90 if (!trace_ent.takedamage)
92 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
93 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
97 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
99 w_shotdir = normalize(trace_ent.origin - w_shotorg);
103 else if(autocvar_g_antilag == 3) // client side hitscan
105 // this part MUST use prydon cursor
106 if (ent.cursor_trace_ent) // client was aiming at someone
107 if (ent.cursor_trace_ent != ent) // just to make sure
108 if (ent.cursor_trace_ent.takedamage) // and that person is killable
109 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
111 // verify that the shot would miss without antilag
112 // (avoids an issue where guns would always shoot at their origin)
113 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
114 if (!trace_ent.takedamage)
116 // verify that the shot would hit if altered
117 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
118 if (trace_ent == ent.cursor_trace_ent)
119 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
121 print("antilag fail\n");
127 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
129 if (!autocvar_g_norecoil)
130 ent.punchangle_x = recoil * -1;
134 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
135 W_PlayStrengthSound(ent);
138 // nudge w_shotend so a trace to w_shotend hits
139 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
140 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
141 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
142 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
145 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
151 mvelocity = mvelocity * W_WeaponSpeedFactor();
153 mdirection = normalize(mvelocity);
154 mspeed = vlen(mvelocity);
156 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);
161 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
163 if(proj.owner == world)
164 error("Unowned missile");
166 dir = dir + upDir * (pUpSpeed / pSpeed);
167 dir.z += pZSpeed / pSpeed;
169 dir = normalize(dir);
172 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
174 mspercallsum = mspercallcount = 0;
175 mspercallsstyle = autocvar_g_projectiles_spread_style;
177 mspercallsum -= gettime(GETTIME_HIRES);
180 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
183 mspercallsum += gettime(GETTIME_HIRES);
185 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
188 proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
192 // ====================
193 // Ballistics Tracing
194 // ====================
196 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
198 vector hitloc, force, endpoint, dir;
200 float endq3surfaceflags;
207 entity pseudoprojectile;
210 pseudoprojectile = world;
212 dir = normalize(end - start);
213 length = vlen(end - start);
214 force = dir * bforce;
216 // go a little bit into the wall because we need to hit this wall later
221 // trace multiple times until we hit a wall, each obstacle will be made
222 // non-solid so we can hit the next, while doing this we spawn effects and
223 // note down which entities were hit so we can damage them later
227 if(self.antilag_debug)
228 WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
230 WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
231 if(o && WarpZone_trace_firstzone)
237 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
238 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
240 // if it is world we can't hurt it so stop now
241 if (trace_ent == world || trace_fraction == 1)
244 // make the entity non-solid so we can hit the next one
245 trace_ent.railgunhit = true;
246 trace_ent.railgunhitloc = end;
247 trace_ent.railgunhitsolidbackup = trace_ent.solid;
248 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
249 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
251 // stop if this is a wall
252 if (trace_ent.solid == SOLID_BSP)
255 // make the entity non-solid
256 trace_ent.solid = SOLID_NOT;
259 endpoint = trace_endpos;
261 endq3surfaceflags = trace_dphitq3surfaceflags;
263 // find all the entities the railgun hit and restore their solid state
264 ent = findfloat(world, railgunhit, true);
267 // restore their solid type
268 ent.solid = ent.railgunhitsolidbackup;
269 ent = findfloat(ent, railgunhit, true);
272 // spawn a temporary explosion entity for RadiusDamage calls
273 //explosion = spawn();
275 // Find all non-hit players the beam passed close by
276 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
278 FOR_EACH_REALCLIENT(msg_entity)
279 if(msg_entity != self)
280 if(!msg_entity.railgunhit)
281 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
283 // nearest point on the beam
284 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
286 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
290 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
292 if(!pseudoprojectile)
293 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
294 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
298 remove(pseudoprojectile);
301 // find all the entities the railgun hit and hurt them
302 ent = findfloat(world, railgunhit, true);
305 // get the details we need to call the damage function
306 hitloc = ent.railgunhitloc;
308 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
309 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
311 if(accuracy_isgooddamage(self, ent))
312 totaldmg += bdamage * f;
316 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
318 // create a small explosion to throw gibs around (if applicable)
319 //setorigin (explosion, hitloc);
320 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
322 ent.railgunhitloc = '0 0 0';
323 ent.railgunhitsolidbackup = SOLID_NOT;
324 ent.railgunhit = false;
325 ent.railgundistance = 0;
327 // advance to the next entity
328 ent = findfloat(ent, railgunhit, true);
331 // calculate hits and fired shots for hitscan
332 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
334 trace_endpos = endpoint;
336 trace_dphitq3surfaceflags = endq3surfaceflags;
339 void fireBullet_trace_callback(vector start, vector hit, vector end)
341 if(vlen(hit - start) > 16)
342 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
343 WarpZone_trace_forent = world;
344 fireBullet_last_hit = world;
347 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
351 dir = normalize(dir + randomvec() * spread);
352 end = start + dir * MAX_SHOT_DISTANCE;
355 fireBullet_last_hit = world;
356 float solid_penetration_left = 1;
357 float total_damage = 0;
359 if(tracereffects & EF_RED)
360 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
361 else if(tracereffects & EF_BLUE)
362 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
364 fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
366 float lag = ANTILAG_LATENCY(self);
369 if (!IS_REAL_CLIENT(self))
371 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
372 lag = 0; // only do hitscan, but no antilag
377 antilag_takeback(pl, time - lag);
379 antilag_takeback(pl, time - lag);
382 WarpZone_trace_forent = self;
386 // TODO also show effect while tracing
387 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
388 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
389 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
390 start = trace_endpos;
391 entity hit = trace_ent;
393 // When hitting sky, stop.
394 if (pointcontents(start) == CONTENT_SKY)
397 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
400 // if we hit "weapclip", bail out
402 // rationale of this check:
404 // any shader that is solid, nodraw AND trans is meant to clip weapon
405 // shots and players, but has no other effect!
407 // if it is not trans, it is caulk and should not have this side effect
410 // common/weapclip (intended)
411 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
412 float is_weapclip = 0;
413 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
414 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
415 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
418 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
419 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
421 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).
423 fireBullet_last_hit = hit;
425 float g = accuracy_isgooddamage(self, hit);
426 Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
427 // calculate hits for ballistic weapons
430 // do not exceed 100%
431 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
432 total_damage += damage * solid_penetration_left;
433 accuracy_add(self, self.weapon, 0, added_damage);
441 // outside the world? forget it
442 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)
446 if(max_solid_penetration < 0)
448 else if(hit.ballistics_density < -1)
449 break; // -2: no solid penetration, ever
450 else if(hit.ballistics_density < 0)
451 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
452 else if(hit.ballistics_density == 0)
453 maxdist = max_solid_penetration * solid_penetration_left;
455 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
457 if(maxdist <= autocvar_g_ballistics_mindistance)
460 // move the entity along its velocity until it's out of solid, then let it resume
461 // The previously hit entity is ignored here!
462 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
463 if(trace_fraction == 1) // 1: we never got out of solid
466 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
467 solid_penetration_left *= (dist_taken / maxdist);
469 // Only show effect when going through a player (invisible otherwise)
470 if (hit && (hit.solid != SOLID_BSP))
471 if(vlen(trace_endpos - start) > 4)
472 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
474 start = trace_endpos;
476 if(hit.solid == SOLID_BSP)
477 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);