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;
+ vector forward, right, up;
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
- v_forward = vf;
- v_right = vr;
- v_up = vu;
+ v_forward = forward;
+ v_right = right;
+ v_up = up;
// un-adjust trueaim if shotend is too close
if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
accuracy_add(ent, wep, maxdamage, 0);
if(IS_PLAYER(ent))
- W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
+ W_HitPlotAnalysis(ent, wep, forward, right, up);
vector md = ent.(weaponentity).movedir;
vector vecs = ((md.x > 0) ? md : '0 0 0');
// TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
// which fixes issue #1957 but causes #2129
- vector dv = v_right * -vecs.y + v_up * vecs.z;
+ vector dv = right * -vecs.y + 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);
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + 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));
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + 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;
+ tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - forward * nudge;
// calculate the shotdir from the chosen shotorg
if(W_DualWielding(ent))
w_shotdir = s_forward;
// 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)
+{
+ 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);
vector force = dir * bforce;
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;
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);
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
});
if(pseudoprojectile)
delete(pseudoprojectile);
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_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag)
+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)
{
dir = normalize(dir + randomvec() * spread);
vector end = start + dir * max_shot_distance;
WarpZone_trace_forent = this;
+ bool headshot = false; // indicates that one of the hit targets was a headshot
for (;;)
{
WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
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 * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
// calculate hits for ballistic weapons
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);
this.dphitcontentsmask = oldsolid;
}
-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(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, force, dtype, tracer_effect, true);
+ fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
}