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1 #include "tracing.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/net_linked.qh>
7 #include <common/state.qh>
8 #include <common/util.qh>
9 #include <common/weapons/_all.qh>
10 #include <common/wepent.qh>
11 #include <lib/warpzone/common.qh>
12 #include <server/antilag.qh>
13 #include <server/damage.qh>
14 #include <server/main.qh>
15 #include <server/mutators/_mod.qh>
16 #include <server/weapons/accuracy.qh>
17 #include <server/weapons/common.qh>
18 #include <server/weapons/hitplot.qh>
19 #include <server/weapons/weaponsystem.qh>
20
21 // this function calculates w_shotorg and w_shotdir based on the weapon model
22 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
23 // make sure you call makevectors first (FIXME?)
24 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, int deathtype)
25 {
26         TC(Sound, snd);
27         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?
28         float oldsolid = ent.dphitcontentsmask;
29         Weapon wep = DEATH_WEAPONOF(deathtype);
30         if(!IS_CLIENT(ent))
31                 antilag = false; // no antilag for non-clients!
32         if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
33         {
34                 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
35                 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
36                 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
37                 // TODO for fireBullet, find how far the shot will penetrate and aim at that
38                 //      for fireRailgunbullet, find the farthest target and aim at that
39                 //      this will avoid issues when another player is passing in front of you when you shoot
40                 //      (currently such a shot will hit him but then miss the original target)
41                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
42         }
43         else
44                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
45         if(antilag)
46                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
47                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
48         else
49                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
50         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
51
52         vector forward, right, up;
53         forward = v_forward;
54         right = v_right;
55         up = v_up;
56         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
57         v_forward = forward;
58         v_right = right;
59         v_up = up;
60
61         // un-adjust trueaim if shotend is too close
62         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
63                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
64
65         // track max damage
66         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
67                 accuracy_add(ent, wep, maxdamage, 0);
68
69         if(IS_PLAYER(ent))
70                 W_HitPlotAnalysis(ent, wep, forward, right, up);
71
72         vector md = ent.(weaponentity).movedir;
73         vector vecs = ((md.x > 0) ? md : '0 0 0');
74
75         // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
76         // which fixes issue #1957 but causes #2129
77         vector dv = right * -vecs.y + up * vecs.z;
78         w_shotorg = ent.origin + ent.view_ofs + dv;
79
80         // now move the shotorg forward as much as requested if possible
81         if(antilag)
82         {
83                 if(CS(ent).antilag_debug)
84                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
85                 else
86                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
87         }
88         else
89                 tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
90         w_shotorg = trace_endpos - forward * nudge;
91         // calculate the shotdir from the chosen shotorg
92         if(W_DualWielding(ent))
93                 w_shotdir = s_forward;
94         else
95                 w_shotdir = normalize(w_shotend - w_shotorg);
96
97         //vector prevdir = w_shotdir;
98         //vector prevorg = w_shotorg;
99         //vector prevend = w_shotend;
100
101         if (antilag)
102         if (!CS(ent).cvar_cl_noantilag)
103         {
104                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
105                 {
106                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
107                         if (!trace_ent.takedamage)
108                         {
109                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
110                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
111                                 {
112                                         entity e;
113                                         e = trace_ent;
114                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
115                                         if(trace_ent == e)
116                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
117                                 }
118                         }
119                 }
120                 else if(autocvar_g_antilag == 3) // client side hitscan
121                 {
122                         // this part MUST use prydon cursor
123                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
124                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
125                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
126                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
127                         {
128                                 // verify that the shot would miss without antilag
129                                 // (avoids an issue where guns would always shoot at their origin)
130                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
131                                 if (!trace_ent.takedamage)
132                                 {
133                                         // verify that the shot would hit if altered
134                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
135                                         if (trace_ent == CS(ent).cursor_trace_ent)
136                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
137                                         else
138                                                 LOG_INFO("antilag fail");
139                                 }
140                         }
141                 }
142         }
143
144         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
145
146         if (!autocvar_g_norecoil)
147                 ent.punchangle_x = recoil * -1;
148
149         if (snd != SND_Null) {
150                 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
151                 W_PlayStrengthSound(ent);
152         }
153
154         // nudge w_shotend so a trace to w_shotend hits
155         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
156         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
157         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
158         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
159 }
160
161 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
162 {
163         vector mdirection;
164         float mspeed;
165         vector outvelocity;
166
167         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
168
169         mdirection = normalize(mvelocity);
170         mspeed = vlen(mvelocity);
171
172         outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
173
174         return outvelocity;
175 }
176
177 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
178 {
179         if(proj.owner == NULL)
180                 error("Unowned missile");
181
182         dir = dir + upDir * (pUpSpeed / pSpeed);
183         dir.z += pZSpeed / pSpeed;
184         pSpeed *= vlen(dir);
185         dir = normalize(dir);
186
187         #if 0
188         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
189         {
190                 mspercallsum = mspercallcount = 0;
191                 mspercallsstyle = autocvar_g_projectiles_spread_style;
192         }
193         mspercallsum -= gettime(GETTIME_HIRES);
194         #endif
195
196         dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
197
198         #if 0
199         mspercallsum += gettime(GETTIME_HIRES);
200         mspercallcount += 1;
201         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
202         #endif
203
204         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
205 }
206
207
208 // ====================
209 //  Ballistics Tracing
210 // ====================
211
212 bool Headshot(entity targ, entity ent, vector start, vector end)
213 {
214         if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
215                 return false;
216         vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
217         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);
218         vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
219
220         return trace_hits_box(start, end, headmins, headmaxs);
221 }
222
223 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)
224 {
225         vector dir = normalize(end - start);
226         vector force = dir * bforce;
227
228         // go a little bit into the wall because we need to hit this wall later
229         end = end + dir;
230
231         float totaldmg = 0;
232         bool headshot = false; // indicates that one of the targets hit was a headshot
233
234         // trace multiple times until we hit a wall, each obstacle will be made
235         // non-solid so we can hit the next, while doing this we spawn effects and
236         // note down which entities were hit so we can damage them later
237         entity o = this;
238         while (1)
239         {
240                 if(CS(this).antilag_debug)
241                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
242                 else
243                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
244                 if(o && WarpZone_trace_firstzone)
245                 {
246                         o = NULL;
247                         continue;
248                 }
249
250                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
251                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
252
253                 // if it is NULL we can't hurt it so stop now
254                 if (trace_ent == NULL || trace_fraction == 1)
255                         break;
256
257                 if(headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
258                         headshot = true;
259
260                 // make the entity non-solid so we can hit the next one
261                 IL_PUSH(g_railgunhit, trace_ent);
262                 trace_ent.railgunhit = true;
263                 trace_ent.railgunhitloc = end;
264                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
265                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
266                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
267
268                 // stop if this is a wall
269                 if (trace_ent.solid == SOLID_BSP)
270                         break;
271
272                 // make the entity non-solid
273                 trace_ent.solid = SOLID_NOT;
274         }
275
276         vector endpoint = trace_endpos;
277         entity endent = trace_ent;
278         float endq3surfaceflags = trace_dphitq3surfaceflags;
279
280         // find all the entities the railgun hit and restore their solid state
281         IL_EACH(g_railgunhit, it.railgunhit,
282         {
283                 it.solid = it.railgunhitsolidbackup;
284         });
285
286         // Find all players the beam passed close by (even those hit)
287         float length = vlen(endpoint - start);
288         entity pseudoprojectile = NULL;
289         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
290                 // not when spectating the shooter
291                 if (IS_SPEC(it) && it.enemy == this) continue;
292
293                 // nearest point on the beam
294                 vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
295
296                 if(!pseudoprojectile)
297                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
298
299                 msg_entity = it;
300                 // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
301                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
302         });
303         if(pseudoprojectile)
304                 delete(pseudoprojectile);
305
306         // find all the entities the railgun hit and hurt them
307         IL_EACH(g_railgunhit, it.railgunhit,
308         {
309                 // removal from the list is handled below
310
311                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
312                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
313
314                 if(accuracy_isgooddamage(this, it))
315                         totaldmg += bdamage * foff;
316
317                 // apply the damage
318                 if (it.takedamage)
319                         Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
320
321                 it.railgunhitloc = '0 0 0';
322                 it.railgunhitsolidbackup = SOLID_NOT;
323                 it.railgunhit = false;
324                 it.railgundistance = 0;
325         });
326
327         IL_CLEAR(g_railgunhit);
328
329         if(headshot)
330                 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
331
332         // calculate hits and fired shots for hitscan
333         if(this.(weaponentity))
334                 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
335
336         trace_endpos = endpoint;
337         trace_ent = endent;
338         trace_dphitq3surfaceflags = endq3surfaceflags;
339 }
340
341 void fireBullet_trace_callback(vector start, vector hit, vector end)
342 {
343         if(vdist(hit - start, >, 16))
344                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
345         WarpZone_trace_forent = NULL;
346         fireBullet_last_hit = NULL;
347 }
348
349 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)
350 {
351         dir = normalize(dir + randomvec() * spread);
352         vector end = start + dir * max_shot_distance;
353
354         fireBullet_last_hit = NULL;
355         fireBullet_trace_callback_eff = tracer_effect;
356
357         float solid_penetration_fraction = 1;
358         float damage_fraction = 1;
359         float total_damage = 0;
360
361         float lag = ((do_antilag) ? antilag_getlag(this) : 0);
362         if(lag)
363                 antilag_takeback_all(this, lag);
364
365         // change shooter to SOLID_BBOX so the shot can hit corpses
366         int oldsolid = this.dphitcontentsmask;
367         if(this)
368                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
369
370         WarpZone_trace_forent = this;
371
372         bool headshot = false; // indicates that one of the hit targets was a headshot
373         for (;;)
374         {
375                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
376                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
377                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
378                 start = trace_endpos;
379                 entity hit = trace_ent;
380
381                 // traced up to max_shot_distance and didn't hit anything at all
382                 if (trace_fraction == 1.0)
383                         break;
384
385                 // When hitting sky, stop.
386                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
387                         break;
388
389                 // can't use noimpact, as we need to pass through walls
390                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
391                         //break;
392
393                 // if we hit "weapclip", bail out
394                 //
395                 // rationale of this check:
396                 //
397                 // any shader that is solid, nodraw AND trans is meant to clip weapon
398                 // shots and players, but has no other effect!
399                 //
400                 // if it is not trans, it is caulk and should not have this side effect
401                 //
402                 // matching shaders:
403                 //   common/weapclip (intended)
404                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
405                 bool is_weapclip = false;
406                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
407                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
408                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
409                         is_weapclip = true;
410
411                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
412                         Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
413
414                 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).
415                 {
416                         fireBullet_last_hit = hit;
417                         yoda = 0;
418                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
419                         damage = M_ARGV(4, float);
420                         if(headshot_multiplier && Headshot(hit, this, start, end))
421                         {
422                                 damage *= headshot_multiplier;
423                                 headshot = true;
424                         }
425                         bool gooddamage = accuracy_isgooddamage(this, hit);
426                         Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
427                         // calculate hits for ballistic weapons
428                         if(gooddamage)
429                         {
430                                 // do not exceed 100%
431                                 float added_damage = min(damage - total_damage, damage * damage_fraction);
432                                 total_damage += damage * damage_fraction;
433                                 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
434                         }
435                 }
436
437                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
438                         break;
439
440                 // go through solid!
441                 // outside the world? forget it
442                 if(start.x > world.maxs.x || start.y > world.maxs.y || start.z > world.maxs.z || start.x < world.mins.x || start.y < world.mins.y || start.z < world.mins.z)
443                         break;
444
445                 float maxdist;
446                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
447                 if(max_solid_penetration < 0)
448                         break;
449                 else if(hitstore.ballistics_density < -1)
450                         break; // -2: no solid penetration, ever
451                 else if(hitstore.ballistics_density < 0)
452                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
453                 else if(hitstore.ballistics_density == 0)
454                         maxdist = max_solid_penetration * solid_penetration_fraction;
455                 else
456                         maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
457
458                 if(maxdist <= autocvar_g_ballistics_mindistance)
459                         break;
460
461                 // move the entity along its velocity until it's out of solid, then let it resume
462                 // The previously hit entity is ignored here!
463                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
464                 if(trace_fraction == 1) // 1: we never got out of solid
465                         break;
466
467                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
468                 float fraction_used_of_what_is_left = dist_taken / maxdist;
469                 solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
470                 solid_penetration_fraction = max(solid_penetration_fraction, 0);
471                 damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
472
473                 // Only show effect when going through a player (invisible otherwise)
474                 if (hit && (hit.solid != SOLID_BSP))
475                         if(vdist(trace_endpos - start, >, 4))
476                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
477
478                 start = trace_endpos;
479
480                 if(hit.solid == SOLID_BSP)
481                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
482         }
483
484         if(headshot)
485                 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
486
487         if(lag)
488                 antilag_restore_all(this);
489
490         // restore shooter solid type
491         if(this)
492                 this.dphitcontentsmask = oldsolid;
493 }
494
495 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)
496 {
497         fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
498 }
499
500 void crosshair_trace(entity pl)
501 {
502         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));
503 }
504
505 void crosshair_trace_plusvisibletriggers(entity pl)
506 {
507         crosshair_trace_plusvisibletriggers__is_wz(pl, false);
508 }
509
510 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
511 {
512         crosshair_trace_plusvisibletriggers__is_wz(pl, true);
513 }
514
515 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
516 {
517         FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
518         {
519                 if(it.model != "")
520                 {
521                         it.solid = SOLID_BSP;
522                         IL_PUSH(g_ctrace_changed, it);
523                 }
524         });
525
526         if (is_wz)
527                 WarpZone_crosshair_trace(pl);
528         else
529                 crosshair_trace(pl);
530
531         IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
532
533         IL_CLEAR(g_ctrace_changed);
534 }
535
536 void WarpZone_crosshair_trace(entity pl)
537 {
538         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));
539 }