#include "tracing.qh" #include #include "accuracy.qh" #include "common.qh" #include "hitplot.qh" #include "weaponsystem.qh" #include "../g_damage.qh" #include "../g_subs.qh" #include "../antilag.qh" #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, .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 = ent.dphitcontentsmask; if(!IS_CLIENT(ent)) antilag = false; // no antilag for non-clients! if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS)) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; if(antilag) 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; vector vf, vr, vu; vf = v_forward; vr = v_right; vu = v_up; w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support v_forward = vf; v_right = vr; v_up = vu; // un-adjust trueaim if shotend is too close 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 (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0); if(IS_PLAYER(ent)) W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up); vector md = ent.(weaponentity).movedir; vector vecs = ((md.x > 0) ? md : '0 0 0'); vector dv = v_right * -vecs.y + v_up * vecs.z; w_shotorg = ent.origin + ent.view_ofs + dv; // now move the shotorg forward as much as requested if possible if(antilag) { 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)); } else tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent); w_shotorg = trace_endpos - v_forward * nudge; // calculate the shotdir from the chosen shotorg w_shotdir = normalize(w_shotend - w_shotorg); //vector prevdir = w_shotdir; //vector prevorg = w_shotorg; //vector prevend = w_shotend; if (antilag) if (!CS(ent).cvar_cl_noantilag) { if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original { traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); if (!trace_ent.takedamage) { traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); if (trace_ent.takedamage && IS_PLAYER(trace_ent)) { entity e; e = trace_ent; traceline(w_shotorg, e.origin, MOVE_NORMAL, ent); if(trace_ent == e) w_shotdir = normalize(trace_ent.origin - w_shotorg); } } } else if(autocvar_g_antilag == 3) // client side hitscan { // this part MUST use prydon cursor if (CS(ent).cursor_trace_ent) // client was aiming at someone if (CS(ent).cursor_trace_ent != ent) // just to make sure if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player { // verify that the shot would miss without antilag // (avoids an issue where guns would always shoot at their origin) traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); if (!trace_ent.takedamage) { // verify that the shot would hit if altered traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent); if (trace_ent == CS(ent).cursor_trace_ent) w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg); else LOG_INFO("antilag fail"); } } } } ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX) if (!autocvar_g_norecoil) ent.punchangle_x = recoil * -1; if (snd != SND_Null) { sound (ent, chan, snd, VOL_BASE, ATTN_NORM); W_PlayStrengthSound(ent); } // nudge w_shotend so a trace to w_shotend hits w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge; //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); } //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); } //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); } } vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute) { vector mdirection; float mspeed; vector outvelocity; mvelocity = mvelocity * W_WeaponSpeedFactor(actor); mdirection = normalize(mvelocity); mspeed = vlen(mvelocity); 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); return outvelocity; } void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute) { if(proj.owner == NULL) error("Unowned missile"); dir = dir + upDir * (pUpSpeed / pSpeed); dir.z += pZSpeed / pSpeed; pSpeed *= vlen(dir); dir = normalize(dir); #if 0 if(autocvar_g_projectiles_spread_style != mspercallsstyle) { mspercallsum = mspercallcount = 0; mspercallsstyle = autocvar_g_projectiles_spread_style; } mspercallsum -= gettime(GETTIME_HIRES); #endif dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); #if 0 mspercallsum += gettime(GETTIME_HIRES); mspercallcount += 1; LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec"); #endif proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute); } // ==================== // 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) { entity pseudoprojectile = NULL; vector dir = normalize(end - start); float 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; // 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 entity o = this; while (1) { if(CS(this).antilag_debug) WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug); else WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this)); if(o && WarpZone_trace_firstzone) { 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, this); // 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 IL_PUSH(g_railgunhit, trace_ent); trace_ent.railgunhit = true; trace_ent.railgunhitloc = end; trace_ent.railgunhitsolidbackup = trace_ent.solid; trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start); trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force); // stop if this is a wall if (trace_ent.solid == SOLID_BSP) break; // make the entity non-solid trace_ent.solid = SOLID_NOT; } vector endpoint = trace_endpos; entity endent = trace_ent; float endq3surfaceflags = trace_dphitq3surfaceflags; // find all the entities the railgun hit and restore their solid state IL_EACH(g_railgunhit, it.railgunhit, { it.solid = it.railgunhitsolidbackup; }); // spawn a temporary explosion entity for RadiusDamage calls //explosion = spawn(); // 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 != this, { if(!it.railgunhit) if(!(IS_SPEC(it) && it.enemy == this)) { msg_entity = it; // nearest point on the beam vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); if(f <= 0) continue; if(!pseudoprojectile) pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE); } }); 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); if(accuracy_isgooddamage(this, it)) totaldmg += bdamage * foff; // apply the damage if (it.takedamage) Damage (it, this, this, bdamage * foff, deathtype, 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); it.railgunhitloc = '0 0 0'; it.railgunhitsolidbackup = SOLID_NOT; it.railgunhit = false; it.railgundistance = 0; }); IL_CLEAR(g_railgunhit); // calculate hits and fired shots for hitscan accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; trace_dphitq3surfaceflags = endq3surfaceflags; } void fireBullet_trace_callback(vector start, vector hit, vector end) { if(vdist(hit - start, >, 16)) trailparticles(NULL, fireBullet_trace_callback_eff, start, hit); WarpZone_trace_forent = NULL; 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, int tracereffects) { vector end; dir = normalize(dir + randomvec() * spread); end = start + dir * max_shot_distance; fireBullet_last_hit = NULL; float solid_penetration_left = 1; float total_damage = 0; if(tracereffects & EF_RED) fireBullet_trace_callback_eff = EFFECT_RIFLE; else if(tracereffects & EF_BLUE) fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK; else fireBullet_trace_callback_eff = EFFECT_BULLET; 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 if(lag) antilag_takeback_all(this, lag); // 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 (;;) { // 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); start = trace_endpos; entity hit = trace_ent; // traced up to max_shot_distance and didn't hit anything at all if (trace_fraction == 1.0) break; // When hitting sky, stop. if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) break; // can't use noimpact, as we need to pass through walls //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) //break; // if we hit "weapclip", bail out // // rationale of this check: // // any shader that is solid, nodraw AND trans is meant to clip weapon // shots and players, but has no other effect! // // if it is not trans, it is caulk and should not have this side effect // // matching shaders: // common/weapclip (intended) // common/noimpact (is supposed to eat projectiles, but is erased anyway) bool is_weapclip = false; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) 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); 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, this, hit, start, end, damage, this.(weaponentity)); 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(this, this.(weaponentity).m_weapon.m_id, 0, added_damage); } } if (is_weapclip && !autocvar_g_ballistics_penetrate_clips) break; // go through solid! // outside the world? forget it 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) break; float maxdist; entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit; if(max_solid_penetration < 0) break; else if(hitstore.ballistics_density < -1) break; // -2: no solid penetration, ever 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; else maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density; if(maxdist <= autocvar_g_ballistics_mindistance) break; // move the entity along its velocity until it's out of solid, then let it resume // The previously hit entity is ignored here! traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit); if(trace_fraction == 1) // 1: we never got out of solid 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); // Only show effect when going through a player (invisible otherwise) if (hit && (hit.solid != SOLID_BSP)) 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, this); } if(lag) antilag_restore_all(this); // restore shooter solid type if(this) this.dphitcontentsmask = oldsolid; }