#include "tracing.qh"
-#include <common/effects/all.qh>
-
-#include "accuracy.qh"
-#include "common.qh"
-#include "hitplot.qh"
-#include "weaponsystem.qh"
-
-#include "../g_damage.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.
mspercallsum -= gettime(GETTIME_HIRES);
#endif
- dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+ dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
#if 0
mspercallsum += gettime(GETTIME_HIRES);
// Ballistics Tracing
// ====================
-void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
+bool Headshot(entity targ, entity ent, vector start, vector end)
{
- entity pseudoprojectile = NULL;
+ if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
+ return false;
+ vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
+ vector headmins = org + '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
+ vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
+ return trace_hits_box(start, end, headmins, headmaxs);
+}
+
+void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
+{
vector dir = normalize(end - start);
- //float max_length = vlen(end - start);
vector force = dir * bforce;
// go a little bit into the wall because we need to hit this wall later
end = end + dir;
float totaldmg = 0;
+ bool headshot = false; // indicates that one of the targets hit was a headshot
// trace multiple times until we hit a wall, each obstacle will be made
// non-solid so we can hit the next, while doing this we spawn effects and
if (trace_ent == NULL || trace_fraction == 1)
break;
+ if(headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
+ headshot = true;
+
// make the entity non-solid so we can hit the next one
IL_PUSH(g_railgunhit, trace_ent);
trace_ent.railgunhit = true;
it.solid = it.railgunhitsolidbackup;
});
- // spawn a temporary explosion entity for RadiusDamage calls
- //explosion = spawn();
+ // Find all players the beam passed close by (even those hit)
+ float length = vlen(endpoint - start);
+ entity pseudoprojectile = NULL;
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
+ // not when spectating the shooter
+ if (IS_SPEC(it) && it.enemy == this) continue;
- // Find all non-hit players the beam passed close by
- float length = vlen(trace_endpos - start);
- if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
- {
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
- if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this))
- {
- // nearest point on the beam
- vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
+ // nearest point on the beam
+ vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
- if(f <= 0)
- continue;
+ if(!pseudoprojectile)
+ pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume
- if(!pseudoprojectile)
- pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- msg_entity = it;
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
- }
- });
-
- if(pseudoprojectile)
- delete(pseudoprojectile);
- }
+ msg_entity = it;
+ // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
+ });
+ if(pseudoprojectile)
+ delete(pseudoprojectile);
// find all the entities the railgun hit and hurt them
IL_EACH(g_railgunhit, it.railgunhit,
{
// removal from the list is handled below
- // get the details we need to call the damage function
- vector hitloc = it.railgunhitloc;
-
float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
-
- // create a small explosion to throw gibs around (if applicable)
- //setorigin(explosion, hitloc);
- //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
+ Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
it.railgunhitloc = '0 0 0';
it.railgunhitsolidbackup = SOLID_NOT;
IL_CLEAR(g_railgunhit);
+ if(headshot)
+ Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
+
// calculate hits and fired shots for hitscan
if(this.(weaponentity))
accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
fireBullet_last_hit = NULL;
}
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
+void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag)
{
- vector end;
-
dir = normalize(dir + randomvec() * spread);
- end = start + dir * max_shot_distance;
+ vector end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
fireBullet_trace_callback_eff = tracer_effect;
- float solid_penetration_left = 1;
+ float solid_penetration_fraction = 1;
+ float damage_fraction = 1;
float total_damage = 0;
- float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
- if(lag < 0.001)
- lag = 0;
- bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
- if(autocvar_g_antilag == 0 || noantilag)
- lag = 0; // only do hitscan, but no antilag
+ float lag = ((do_antilag) ? antilag_getlag(this) : 0);
if(lag)
antilag_takeback_all(this, lag);
WarpZone_trace_forent = this;
+ bool headshot = false; // indicates that one of the hit targets was a headshot
for (;;)
{
- // TODO also show effect while tracing
WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
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, this);
+ Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, 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).
{
yoda = 0;
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
+ if(headshot_multiplier && Headshot(hit, this, start, end))
+ {
+ damage *= headshot_multiplier;
+ headshot = true;
+ }
bool gooddamage = accuracy_isgooddamage(this, hit);
- Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
+ Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
// calculate hits for ballistic weapons
if(gooddamage)
{
// do not exceed 100%
- float added_damage = min(damage - total_damage, damage * solid_penetration_left);
- total_damage += damage * solid_penetration_left;
+ float added_damage = min(damage - total_damage, damage * damage_fraction);
+ total_damage += damage * damage_fraction;
accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
}
}
else if(hitstore.ballistics_density < 0)
maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
else if(hitstore.ballistics_density == 0)
- maxdist = max_solid_penetration * solid_penetration_left;
+ maxdist = max_solid_penetration * solid_penetration_fraction;
else
- maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
+ maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
if(maxdist <= autocvar_g_ballistics_mindistance)
break;
break;
float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
- // fraction_used_of_what_is_left = dist_taken / maxdist
- // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
- solid_penetration_left *= 1 - dist_taken / maxdist;
- solid_penetration_left = max(solid_penetration_left, 0);
+ float fraction_used_of_what_is_left = dist_taken / maxdist;
+ solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
+ solid_penetration_fraction = max(solid_penetration_fraction, 0);
+ damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
// Only show effect when going through a player (invisible otherwise)
if (hit && (hit.solid != SOLID_BSP))
start = trace_endpos;
if(hit.solid == SOLID_BSP)
- Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
+ Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
}
+ if(headshot)
+ Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
+
if(lag)
antilag_restore_all(this);
if(this)
this.dphitcontentsmask = oldsolid;
}
+
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
+{
+ 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));
+}