6 #include "weaponsystem.qh"
8 #include "../g_damage.qh"
9 #include "../g_subs.qh"
10 #include "../antilag.qh"
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/util.qh>
16 #include <common/weapons/_all.qh>
17 #include <common/state.qh>
19 #include <lib/warpzone/common.qh>
21 // this function calculates w_shotorg and w_shotdir based on the weapon model
22 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
23 // make sure you call makevectors first (FIXME?)
24 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)
27 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?
30 oldsolid = ent.dphitcontentsmask;
31 if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
32 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
34 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
36 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
37 // passing NULL, because we do NOT want it to touch dphitcontentsmask
39 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
40 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
46 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
51 // un-adjust trueaim if shotend is too close
52 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
53 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
56 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
57 accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
60 W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
62 vector md = ent.(weaponentity).movedir;
68 dv = v_right * -vecs.y + v_up * vecs.z;
69 w_shotorg = ent.origin + ent.view_ofs + dv;
71 // now move the shotorg forward as much as requested if possible
74 if(CS(ent).antilag_debug)
75 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
77 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
80 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
81 w_shotorg = trace_endpos - v_forward * nudge;
82 // calculate the shotdir from the chosen shotorg
83 w_shotdir = normalize(w_shotend - w_shotorg);
85 //vector prevdir = w_shotdir;
86 //vector prevorg = w_shotorg;
87 //vector prevend = w_shotend;
90 if (!ent.cvar_cl_noantilag)
92 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
94 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
95 if (!trace_ent.takedamage)
97 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
98 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
102 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
104 w_shotdir = normalize(trace_ent.origin - w_shotorg);
108 else if(autocvar_g_antilag == 3) // client side hitscan
110 // this part MUST use prydon cursor
111 if (ent.cursor_trace_ent) // client was aiming at someone
112 if (ent.cursor_trace_ent != ent) // just to make sure
113 if (ent.cursor_trace_ent.takedamage) // and that person is killable
114 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
116 // verify that the shot would miss without antilag
117 // (avoids an issue where guns would always shoot at their origin)
118 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
119 if (!trace_ent.takedamage)
121 // verify that the shot would hit if altered
122 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
123 if (trace_ent == ent.cursor_trace_ent)
124 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
126 LOG_INFO("antilag fail\n");
132 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
134 if (!autocvar_g_norecoil)
135 ent.punchangle_x = recoil * -1;
137 if (snd != SND_Null) {
138 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
139 W_PlayStrengthSound(ent);
142 // nudge w_shotend so a trace to w_shotend hits
143 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
144 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
145 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
146 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
149 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
155 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
157 mdirection = normalize(mvelocity);
158 mspeed = vlen(mvelocity);
160 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);
165 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
167 if(proj.owner == NULL)
168 error("Unowned missile");
170 dir = dir + upDir * (pUpSpeed / pSpeed);
171 dir.z += pZSpeed / pSpeed;
173 dir = normalize(dir);
176 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
178 mspercallsum = mspercallcount = 0;
179 mspercallsstyle = autocvar_g_projectiles_spread_style;
181 mspercallsum -= gettime(GETTIME_HIRES);
184 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
187 mspercallsum += gettime(GETTIME_HIRES);
189 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
192 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
196 // ====================
197 // Ballistics Tracing
198 // ====================
200 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
202 entity pseudoprojectile = NULL;
204 vector dir = normalize(end - start);
205 float length = vlen(end - start);
206 vector force = dir * bforce;
208 // go a little bit into the wall because we need to hit this wall later
213 // trace multiple times until we hit a wall, each obstacle will be made
214 // non-solid so we can hit the next, while doing this we spawn effects and
215 // note down which entities were hit so we can damage them later
219 if(CS(this).antilag_debug)
220 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
222 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
223 if(o && WarpZone_trace_firstzone)
229 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
230 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
232 // if it is NULL we can't hurt it so stop now
233 if (trace_ent == NULL || trace_fraction == 1)
236 // make the entity non-solid so we can hit the next one
237 trace_ent.railgunhit = true;
238 trace_ent.railgunhitloc = end;
239 trace_ent.railgunhitsolidbackup = trace_ent.solid;
240 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
241 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
243 // stop if this is a wall
244 if (trace_ent.solid == SOLID_BSP)
247 // make the entity non-solid
248 trace_ent.solid = SOLID_NOT;
251 vector endpoint = trace_endpos;
252 entity endent = trace_ent;
253 float endq3surfaceflags = trace_dphitq3surfaceflags;
255 // find all the entities the railgun hit and restore their solid state
256 FOREACH_ENTITY_FLOAT(railgunhit, true,
258 it.solid = it.railgunhitsolidbackup;
261 // spawn a temporary explosion entity for RadiusDamage calls
262 //explosion = spawn();
264 // Find all non-hit players the beam passed close by
265 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
267 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
269 if(!(IS_SPEC(it) && it.enemy == this))
272 // nearest point on the beam
273 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
275 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
279 if(!pseudoprojectile)
280 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
281 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
286 delete(pseudoprojectile);
289 // find all the entities the railgun hit and hurt them
290 FOREACH_ENTITY_FLOAT(railgunhit, true,
292 // get the details we need to call the damage function
293 vector hitloc = it.railgunhitloc;
295 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
296 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
298 if(accuracy_isgooddamage(this, it))
299 totaldmg += bdamage * foff;
303 Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
305 // create a small explosion to throw gibs around (if applicable)
306 //setorigin(explosion, hitloc);
307 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
309 it.railgunhitloc = '0 0 0';
310 it.railgunhitsolidbackup = SOLID_NOT;
311 it.railgunhit = false;
312 it.railgundistance = 0;
315 // calculate hits and fired shots for hitscan
316 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
318 trace_endpos = endpoint;
320 trace_dphitq3surfaceflags = endq3surfaceflags;
323 void fireBullet_trace_callback(vector start, vector hit, vector end)
325 if(vdist(hit - start, >, 16))
326 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
327 WarpZone_trace_forent = NULL;
328 fireBullet_last_hit = NULL;
331 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
335 dir = normalize(dir + randomvec() * spread);
336 end = start + dir * max_shot_distance;
338 fireBullet_last_hit = NULL;
339 float solid_penetration_left = 1;
340 float total_damage = 0;
342 if(tracereffects & EF_RED)
343 fireBullet_trace_callback_eff = EFFECT_RIFLE;
344 else if(tracereffects & EF_BLUE)
345 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
347 fireBullet_trace_callback_eff = EFFECT_BULLET;
349 float lag = ANTILAG_LATENCY(this);
352 if (!IS_REAL_CLIENT(this))
354 if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
355 lag = 0; // only do hitscan, but no antilag
358 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
359 IL_EACH(g_monsters, it != this,
361 antilag_takeback(it, it, time - lag);
365 // change shooter to SOLID_BBOX so the shot can hit corpses
366 int oldsolid = this.dphitcontentsmask;
368 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
370 WarpZone_trace_forent = this;
374 // TODO also show effect while tracing
375 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
376 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
377 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
378 start = trace_endpos;
379 entity hit = trace_ent;
381 // traced up to max_shot_distance and didn't hit anything at all
382 if (trace_fraction == 1.0)
385 // When hitting sky, stop.
386 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
389 // can't use noimpact, as we need to pass through walls
390 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
393 // if we hit "weapclip", bail out
395 // rationale of this check:
397 // any shader that is solid, nodraw AND trans is meant to clip weapon
398 // shots and players, but has no other effect!
400 // if it is not trans, it is caulk and should not have this side effect
403 // common/weapclip (intended)
404 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
405 bool is_weapclip = false;
406 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
407 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
408 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
411 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
412 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
414 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).
416 fireBullet_last_hit = hit;
418 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
419 damage = M_ARGV(4, float);
420 float g = accuracy_isgooddamage(this, hit);
421 Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
422 // calculate hits for ballistic weapons
425 // do not exceed 100%
426 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
427 total_damage += damage * solid_penetration_left;
428 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
432 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
436 // outside the world? forget it
437 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)
441 if(max_solid_penetration < 0)
443 else if(hit.ballistics_density < -1)
444 break; // -2: no solid penetration, ever
445 else if(hit.ballistics_density < 0)
446 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
447 else if(hit.ballistics_density == 0)
448 maxdist = max_solid_penetration * solid_penetration_left;
450 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
452 if(maxdist <= autocvar_g_ballistics_mindistance)
455 // move the entity along its velocity until it's out of solid, then let it resume
456 // The previously hit entity is ignored here!
457 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
458 if(trace_fraction == 1) // 1: we never got out of solid
461 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
462 // fraction_used_of_what_is_left = dist_taken / maxdist
463 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
464 solid_penetration_left *= 1 - dist_taken / maxdist;
465 solid_penetration_left = max(solid_penetration_left, 0);
467 // Only show effect when going through a player (invisible otherwise)
468 if (hit && (hit.solid != SOLID_BSP))
469 if(vdist(trace_endpos - start, >, 4))
470 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
472 start = trace_endpos;
474 if(hit.solid == SOLID_BSP)
475 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
480 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
481 IL_EACH(g_monsters, it != this,
483 antilag_restore(it, it);
487 // restore shooter solid type
489 this.dphitcontentsmask = oldsolid;