#include "tracing.qh"
-#include "../_all.qh"
#include "accuracy.qh"
#include "common.qh"
#include "hitplot.qh"
+#include "weaponsystem.qh"
#include "../g_damage.qh"
#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 "../../warpzonelib/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;
oldsolid = ent.dphitcontentsmask;
- if(ent.weapon == WEP_RIFLE.m_id)
+ if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
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(accuracy_canbegooddamage(ent))
- accuracy_add(ent, ent.weapon, maxdamage, 0);
+ 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);
- if(ent.weaponentity.movedir.x > 0)
- vecs = ent.weaponentity.movedir;
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ vector md = ent.(weaponentity).movedir;
+ if(md.x > 0)
+ vecs = md;
else
vecs = '0 0 0';
// 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));
}
if (trace_ent == ent.cursor_trace_ent)
w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
else
- print("antilag fail\n");
+ LOG_INFO("antilag fail\n");
}
}
}
if (!autocvar_g_norecoil)
ent.punchangle_x = recoil * -1;
- if (snd != "")
- {
+ if (snd != SND_Null) {
sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
W_PlayStrengthSound(ent);
}
//if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
}
-vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
+vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
{
vector mdirection;
float mspeed;
vector outvelocity;
- mvelocity = mvelocity * W_WeaponSpeedFactor();
+ mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
mdirection = normalize(mvelocity);
mspeed = vlen(mvelocity);
#if 0
mspercallsum += gettime(GETTIME_HIRES);
mspercallcount += 1;
- print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+ LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
#endif
- proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
+ proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
}
// Ballistics Tracing
// ====================
-void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
+void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
{
vector hitloc, force, endpoint, dir;
entity ent, endent;
// 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
// note down which entities were hit so we can damage them later
- o = self;
+ o = this;
while (1)
{
- if(self.antilag_debug)
- WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
+ if(CS(this).antilag_debug)
+ WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
else
- WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
+ WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
if(o && WarpZone_trace_firstzone)
{
o = world;
}
if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
- Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
+ Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
// if it is world we can't hurt it so stop now
if (trace_ent == world || trace_fraction == 1)
// Find all non-hit players the beam passed close by
if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
{
- FOR_EACH_REALCLIENT(msg_entity)
- if(msg_entity != self)
- if(!msg_entity.railgunhit)
- if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
- {
- // nearest point on the beam
- beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
+ if(!it.railgunhit)
+ if(!(IS_SPEC(it) && it.enemy == this))
+ {
+ msg_entity = it;
+ // nearest point on the beam
+ beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
- f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
- if(f <= 0)
- continue;
+ f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+ if(f <= 0)
+ continue;
- snd = W_Sound(strcat("nexwhoosh", ftos(floor(random() * 3) + 1)));
+ snd = SND(NEXWHOOSH_RANDOM());
- if(!pseudoprojectile)
- pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
- }
+ if(!pseudoprojectile)
+ pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
+ }
+ ));
if(pseudoprojectile)
remove(pseudoprojectile);
f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
- if(accuracy_isgooddamage(self, ent))
+ if(accuracy_isgooddamage(this, ent))
totaldmg += bdamage * f;
// apply the damage
if (ent.takedamage)
- Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
+ Damage (ent, this, this, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
// create a small explosion to throw gibs around (if applicable)
//setorigin (explosion, hitloc);
- //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
+ //RadiusDamage (explosion, this, 10, 0, 50, world, world, 300, deathtype);
ent.railgunhitloc = '0 0 0';
ent.railgunhitsolidbackup = SOLID_NOT;
}
// calculate hits and fired shots for hitscan
- accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
+ accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg));
trace_endpos = endpoint;
trace_ent = endent;
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)
+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);
end = start + dir * MAX_SHOT_DISTANCE;
- entity pl;
fireBullet_last_hit = world;
float solid_penetration_left = 1;
float total_damage = 0;
if(tracereffects & EF_RED)
- fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
+ fireBullet_trace_callback_eff = EFFECT_RIFLE;
else if(tracereffects & EF_BLUE)
- fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
+ fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
else
- fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
+ 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)
{
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- antilag_takeback(pl, time - lag);
- FOR_EACH_MONSTER(pl)
- antilag_takeback(pl, 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 (;;)
{
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
//
// 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;
- float g = accuracy_isgooddamage(self, hit);
- Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+ MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage);
+ damage = M_ARGV(4, float);
+ 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, self.weapon, 0, added_damage);
+ accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage);
}
}
// 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)
{
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- antilag_restore(pl);
- FOR_EACH_MONSTER(pl)
- antilag_restore(pl);
+ 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;
}