]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Merge branch 'master' into terencehill/translate_colors_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 31d72f821f0e5ba8822f00638b77ccf60d27a2da..311edd0883586944d3bd5b28e6e61c2afe5d7d8a 100644 (file)
@@ -9,18 +9,20 @@
 #include "../g_subs.qh"
 #include "../antilag.qh"
 
-#include "../../common/constants.qh"
-#include "../../common/util.qh"
+#include <common/constants.qh>
+#include <common/util.qh>
 
-#include "../../common/weapons/all.qh"
+#include <common/weapons/all.qh>
+#include <common/state.qh>
 
-#include "../../lib/warpzone/common.qh"
+#include <lib/warpzone/common.qh>
 
 // this function calculates w_shotorg and w_shotdir based on the weapon model
 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
 // make sure you call makevectors first (FIXME?)
-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)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
 {
+    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;
        vector vecs, dv;
@@ -46,14 +48,15 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
        v_up = vu;
 
        // un-adjust trueaim if shotend is too close
-       if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+       if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
                w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
 
        // track max damage
        if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
                accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
 
-       W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+       if(IS_PLAYER(ent))
+               W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
 
        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
        vector md = ent.(weaponentity).movedir;
@@ -68,8 +71,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
        // now move the shotorg forward as much as requested if possible
        if(antilag)
        {
-               if(ent.antilag_debug)
-                       tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
+               if(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 + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
        }
@@ -131,9 +134,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
        if (!autocvar_g_norecoil)
                ent.punchangle_x = recoil * -1;
 
-       if (snd != "")
-       {
-               _sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+       if (snd != SND_Null) {
+               sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
                W_PlayStrengthSound(ent);
        }
 
@@ -226,8 +228,8 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        o = self;
        while (1)
        {
-               if(self.antilag_debug)
-                       WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
+               if(CS(self).antilag_debug)
+                       WarpZone_traceline_antilag (self, start, end, false, o, CS(self).antilag_debug);
                else
                        WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
                if(o && WarpZone_trace_firstzone)
@@ -341,14 +343,14 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
 
 void fireBullet_trace_callback(vector start, vector hit, vector end)
 {
-       if(vlen(hit - start) > 16)
+       if(vdist(hit - start, >, 16))
                trailparticles(world, fireBullet_trace_callback_eff, start, hit);
        WarpZone_trace_forent = world;
        fireBullet_last_hit = world;
 }
 
-void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
-{SELFPARAM();
+void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
+{
        vector  end;
 
        dir = normalize(dir + randomvec() * spread);
@@ -365,23 +367,28 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
        else
                fireBullet_trace_callback_eff = EFFECT_BULLET;
 
-       float lag = ANTILAG_LATENCY(self);
+       float lag = ANTILAG_LATENCY(this);
        if(lag < 0.001)
                lag = 0;
-       if (!IS_REAL_CLIENT(self))
+       if (!IS_REAL_CLIENT(this))
                lag = 0;
-       if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
+       if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
                lag = 0; // only do hitscan, but no antilag
        if(lag)
        {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_takeback(it, time - lag)));
-               FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
-                       if(it != self)
-                               antilag_takeback(it, time - lag);
-               ));
+               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
+               FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
+                       if (it != this)
+                               antilag_takeback(it, it, time - lag);
+               });
        }
 
-       WarpZone_trace_forent = self;
+       // change shooter to SOLID_BBOX so the shot can hit corpses
+       int oldsolid = this.dphitcontentsmask;
+       if(this)
+               this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+       WarpZone_trace_forent = this;
 
        for (;;)
        {
@@ -396,8 +403,9 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
                if (pointcontents(start) == CONTENT_SKY)
                        break;
 
-               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-                       break;
+               // can't use noimpact, as we need to pass through walls
+               //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+                       //break;
 
                // if we hit "weapclip", bail out
                //
@@ -411,30 +419,30 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
                // matching shaders:
                //   common/weapclip (intended)
                //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
-               float is_weapclip = 0;
+               bool is_weapclip = false;
                if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
                if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
                if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
-                       is_weapclip = 1;
+                       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, self);
+                       Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, 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).
                {
                        fireBullet_last_hit = hit;
                        yoda = 0;
-                       MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage);
+                       MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage);
                        damage = frag_damage;
-                       float g = accuracy_isgooddamage(self, hit);
-                       Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+                       float g = accuracy_isgooddamage(this, hit);
+                       Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
                        // calculate hits for ballistic weapons
                        if(g)
                        {
                                // do not exceed 100%
                                float added_damage = min(damage - total_damage, damage * solid_penetration_left);
                                total_damage += damage * solid_penetration_left;
-                               accuracy_add(self, PS(self).m_weapon.m_id, 0, added_damage);
+                               accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage);
                        }
                }
 
@@ -472,21 +480,25 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
 
                // Only show effect when going through a player (invisible otherwise)
                if (hit && (hit.solid != SOLID_BSP))
-                       if(vlen(trace_endpos - start) > 4)
-                               trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
+                       if(vdist(trace_endpos - start, >, 4))
+                               trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
 
                start = trace_endpos;
 
                if(hit.solid == SOLID_BSP)
-                       Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
+                       Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
        }
 
        if(lag)
        {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_restore(it)));
-               FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
-                       if(it != self)
-                               antilag_restore(it);
-               ));
+               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
+               FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
+                       if (it != this)
+                               antilag_restore(it, it);
+               });
        }
+
+       // restore shooter solid type
+       if(this)
+               this.dphitcontentsmask = oldsolid;
 }