]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Tidy up classnames
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 3e838265266dd4d44e0fdd4fbdc294587eeb1365..4db498b4a0be5fafbca77a6e692e194f294ecd44 100644 (file)
@@ -1,25 +1,22 @@
 #include "tracing.qh"
 
-#include <common/effects/all.qh>
-
-#include "accuracy.qh"
-#include "common.qh"
-#include "hitplot.qh"
-#include "weaponsystem.qh"
-
-#include "../damage.qh"
-#include <server/main.qh>
-#include "../antilag.qh"
-
 #include <common/constants.qh>
+#include <common/deathtypes/all.qh>
+#include <common/effects/all.qh>
 #include <common/net_linked.qh>
+#include <common/state.qh>
 #include <common/util.qh>
-
 #include <common/weapons/_all.qh>
 #include <common/wepent.qh>
-#include <common/state.qh>
-
 #include <lib/warpzone/common.qh>
+#include <server/antilag.qh>
+#include <server/damage.qh>
+#include <server/main.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/accuracy.qh>
+#include <server/weapons/common.qh>
+#include <server/weapons/hitplot.qh>
+#include <server/weapons/weaponsystem.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.
@@ -297,7 +294,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
                vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
 
                if(!pseudoprojectile)
-                       pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+                       pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume
 
                msg_entity = it;
                // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
@@ -499,3 +496,44 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
 {
        fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
 }
+
+void crosshair_trace(entity pl)
+{
+       traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+}
+
+void crosshair_trace_plusvisibletriggers(entity pl)
+{
+       crosshair_trace_plusvisibletriggers__is_wz(pl, false);
+}
+
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
+{
+       crosshair_trace_plusvisibletriggers__is_wz(pl, true);
+}
+
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
+{
+       FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
+       {
+               if(it.model != "")
+               {
+                       it.solid = SOLID_BSP;
+                       IL_PUSH(g_ctrace_changed, it);
+               }
+       });
+
+       if (is_wz)
+               WarpZone_crosshair_trace(pl);
+       else
+               crosshair_trace(pl);
+
+       IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
+
+       IL_CLEAR(g_ctrace_changed);
+}
+
+void WarpZone_crosshair_trace(entity pl)
+{
+       WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+}