X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=176b69e6b6c9e5f720f2dfc09fb9af13367c1ff8;hb=4ee2807b2d8f808928ef14b3e814945b3edb4350;hp=e924805fd9a7e749eb4929c1659722aefa2d29cc;hpb=e0e847a336cdb7ab1fcb93d3cf3e1402b761a726;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index e924805fd..176b69e6b 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -12,15 +12,17 @@ #include #include -#include +#include +#include #include // 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, .entity weaponentity, 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; @@ -30,8 +32,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; if(antilag) - WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); - // passing world, because we do NOT want it to touch dphitcontentsmask + WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + // passing NULL, because we do NOT want it to touch dphitcontentsmask else WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent); ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -56,7 +58,6 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if(IS_PLAYER(ent)) W_HitPlotAnalysis(ent, v_forward, v_right, v_up); - .entity weaponentity = weaponentities[0]; // TODO: unhardcode vector md = ent.(weaponentity).movedir; if(md.x > 0) vecs = md; @@ -132,9 +133,8 @@ 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); } @@ -145,13 +145,13 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m //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); @@ -163,7 +163,7 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute) { - if(proj.owner == world) + if(proj.owner == NULL) error("Unowned missile"); dir = dir + upDir * (pUpSpeed / pSpeed); @@ -188,7 +188,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p 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); } @@ -196,8 +196,8 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // Ballistics Tracing // ==================== -void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) -{SELFPARAM(); +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; float endq3surfaceflags; @@ -210,7 +210,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f entity pseudoprojectile; float f, ffs; - pseudoprojectile = world; + pseudoprojectile = NULL; dir = normalize(end - start); length = vlen(end - start); @@ -224,24 +224,24 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // 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(CS(self).antilag_debug) - WarpZone_traceline_antilag (self, start, end, false, o, CS(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; + o = NULL; continue; } 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) + // if it is NULL we can't hurt it so stop now + if (trace_ent == NULL || trace_fraction == 1) break; // make the entity non-solid so we can hit the next one @@ -264,7 +264,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f endq3surfaceflags = trace_dphitq3surfaceflags; // find all the entities the railgun hit and restore their solid state - ent = findfloat(world, railgunhit, true); + ent = findfloat(NULL, railgunhit, true); while (ent) { // restore their solid type @@ -278,9 +278,9 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // Find all non-hit players the beam passed close by if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) { - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != self, LAMBDA( + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA( if(!it.railgunhit) - if(!(IS_SPEC(it) && it.enemy == self)) + if(!(IS_SPEC(it) && it.enemy == this)) { msg_entity = it; // nearest point on the beam @@ -299,11 +299,11 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f )); if(pseudoprojectile) - remove(pseudoprojectile); + delete(pseudoprojectile); } // find all the entities the railgun hit and hurt them - ent = findfloat(world, railgunhit, true); + ent = findfloat(NULL, railgunhit, true); while (ent) { // get the details we need to call the damage function @@ -312,16 +312,16 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f 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); + //setorigin(explosion, hitloc); + //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype); ent.railgunhitloc = '0 0 0'; ent.railgunhitsolidbackup = SOLID_NOT; @@ -333,7 +333,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } // calculate hits and fired shots for hitscan - accuracy_add(self, PS(self).m_weapon.m_id, 0, min(bdamage, totaldmg)); + accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; @@ -343,19 +343,19 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f void fireBullet_trace_callback(vector start, vector hit, vector end) { if(vdist(hit - start, >, 16)) - trailparticles(world, fireBullet_trace_callback_eff, start, hit); - WarpZone_trace_forent = world; - fireBullet_last_hit = world; + trailparticles(NULL, fireBullet_trace_callback_eff, start, hit); + WarpZone_trace_forent = NULL; + fireBullet_last_hit = NULL; } -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); end = start + dir * MAX_SHOT_DISTANCE; - fireBullet_last_hit = world; + fireBullet_last_hit = NULL; float solid_penetration_left = 1; float total_damage = 0; @@ -366,33 +366,33 @@ 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)); + IL_EACH(g_monsters, it != this, + { + antilag_takeback(it, it, time - lag); + }); } // change shooter to SOLID_BBOX so the shot can hit corpses - int oldsolid = self.dphitcontentsmask; - if(self) - self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + int oldsolid = this.dphitcontentsmask; + if(this) + this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - WarpZone_trace_forent = self; + WarpZone_trace_forent = this; for (;;) { // TODO also show effect while tracing - WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback); + 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); start = trace_endpos; @@ -425,23 +425,23 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat 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); - damage = frag_damage; - 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, PS(self).m_weapon.m_id, 0, added_damage); + accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage); } } @@ -475,29 +475,32 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat break; float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start)); - solid_penetration_left *= (dist_taken / maxdist); + // 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); // Only show effect when going through a player (invisible otherwise) if (hit && (hit.solid != SOLID_BSP)) if(vdist(trace_endpos - start, >, 4)) - trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos); + 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))); + IL_EACH(g_monsters, it != this, + { + antilag_restore(it, it); + }); } // restore shooter solid type - if(self) - self.dphitcontentsmask = oldsolid; + if(this) + this.dphitcontentsmask = oldsolid; }