2 void W_GiveWeapon (entity e, float wep)
15 if(other.classname == "player")
16 { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
21 .float railgundistance;
23 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
25 vector hitloc, force, endpoint, dir;
27 float endq3surfaceflags;
34 entity pseudoprojectile;
37 pseudoprojectile = world;
39 railgun_start = start;
42 dir = normalize(end - start);
43 length = vlen(end - start);
46 // go a little bit into the wall because we need to hit this wall later
51 // trace multiple times until we hit a wall, each obstacle will be made
52 // non-solid so we can hit the next, while doing this we spawn effects and
53 // note down which entities were hit so we can damage them later
57 if(self.antilag_debug)
58 WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
60 WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
61 if(o && WarpZone_trace_firstzone)
67 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
68 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
70 // if it is world we can't hurt it so stop now
71 if (trace_ent == world || trace_fraction == 1)
74 // make the entity non-solid so we can hit the next one
75 trace_ent.railgunhit = TRUE;
76 trace_ent.railgunhitloc = end;
77 trace_ent.railgunhitsolidbackup = trace_ent.solid;
78 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
79 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
81 // stop if this is a wall
82 if (trace_ent.solid == SOLID_BSP)
85 // make the entity non-solid
86 trace_ent.solid = SOLID_NOT;
89 endpoint = trace_endpos;
91 endq3surfaceflags = trace_dphitq3surfaceflags;
93 // find all the entities the railgun hit and restore their solid state
94 ent = findfloat(world, railgunhit, TRUE);
97 // restore their solid type
98 ent.solid = ent.railgunhitsolidbackup;
99 ent = findfloat(ent, railgunhit, TRUE);
102 // spawn a temporary explosion entity for RadiusDamage calls
103 //explosion = spawn();
105 // Find all non-hit players the beam passed close by
106 if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
108 FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(msg_entity.classname == "spectator" && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
110 // nearest point on the beam
111 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
113 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
117 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
119 if(!pseudoprojectile)
120 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
121 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
125 remove(pseudoprojectile);
128 // find all the entities the railgun hit and hurt them
129 ent = findfloat(world, railgunhit, TRUE);
132 // get the details we need to call the damage function
133 hitloc = ent.railgunhitloc;
135 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
136 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
138 if(accuracy_isgooddamage(self.realowner, ent))
139 totaldmg += bdamage * f;
143 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
145 // create a small explosion to throw gibs around (if applicable)
146 //setorigin (explosion, hitloc);
147 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
149 ent.railgunhitloc = '0 0 0';
150 ent.railgunhitsolidbackup = SOLID_NOT;
151 ent.railgunhit = FALSE;
152 ent.railgundistance = 0;
154 // advance to the next entity
155 ent = findfloat(ent, railgunhit, TRUE);
158 // calculate hits and fired shots for hitscan
159 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
161 trace_endpos = endpoint;
163 trace_dphitq3surfaceflags = endq3surfaceflags;
169 void W_BallisticBullet_Hit (void)
173 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
174 q = 1 + self.dmg_edge / self.dmg;
176 if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
177 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
179 if(other && other != self.enemy)
181 endzcurveparticles();
184 railgun_start = self.origin - 2 * frametime * self.velocity;
185 railgun_end = self.origin + 2 * frametime * self.velocity;
186 g = accuracy_isgooddamage(self.realowner, other);
187 Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
190 AnnounceTo(self.realowner, "awesome");
192 // calculate hits for ballistic weapons
195 // do not exceed 100%
196 q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
197 self.dmg_total += f * self.dmg;
198 accuracy_add(self.realowner, self.realowner.weapon, 0, q);
202 self.enemy = other; // don't hit the same player twice with the same bullet
205 .void(void) W_BallisticBullet_LeaveSolid_think_save;
206 .float W_BallisticBullet_LeaveSolid_nextthink_save;
207 .vector W_BallisticBullet_LeaveSolid_origin;
208 .vector W_BallisticBullet_LeaveSolid_velocity;
210 void W_BallisticBullet_LeaveSolid_think()
212 setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
213 self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
215 self.think = self.W_BallisticBullet_LeaveSolid_think_save;
216 self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
217 self.W_BallisticBullet_LeaveSolid_think_save = func_null;
219 self.flags &~= FL_ONGROUND;
221 if(self.enemy.solid == SOLID_BSP)
224 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
225 Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
228 UpdateCSQCProjectile(self);
231 float W_BallisticBullet_LeaveSolid(float eff)
233 // move the entity along its velocity until it's out of solid, then let it resume
234 vector vel = self.velocity;
235 float dt, dst, velfactor, v0, vs;
238 float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
240 // outside the world? forget it
241 if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
244 // special case for zero density and zero bullet constant:
246 if(self.dmg_radius == 0)
248 if(other.ballistics_density < 0)
249 constant = 0; // infinite travel distance
251 return 0; // no penetration
255 if(other.ballistics_density < 0)
256 constant = 0; // infinite travel distance
257 else if(other.ballistics_density == 0)
258 constant = self.dmg_radius;
260 constant = self.dmg_radius * other.ballistics_density;
263 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
266 E0_m = 0.5 * v0 * v0;
270 maxdist = E0_m / constant;
271 // maxdist = 0.5 * v0 * v0 / constant
272 // dprint("max dist = ", ftos(maxdist), "\n");
274 if(maxdist <= autocvar_g_ballistics_mindistance)
279 maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
282 traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
283 if(trace_fraction == 1) // 1: we never got out of solid
286 self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
288 dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
289 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
290 Es_m = E0_m - constant * dst;
293 // roundoff errors got us
299 dt = dst / (0.5 * (v0 + vs));
300 // this is not correct, but the differential equations have no analytic
301 // solution - and these times are very small anyway
302 //print("dt = ", ftos(dt), "\n");
304 self.W_BallisticBullet_LeaveSolid_think_save = self.think;
305 self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
306 self.think = W_BallisticBullet_LeaveSolid_think;
307 self.nextthink = time + dt;
309 vel = vel * velfactor;
311 self.velocity = '0 0 0';
312 self.flags |= FL_ONGROUND; // prevent moving
313 self.W_BallisticBullet_LeaveSolid_velocity = vel;
316 if(vlen(trace_endpos - self.origin) > 4)
318 endzcurveparticles();
319 trailparticles(self, eff, self.origin, trace_endpos);
325 void W_BallisticBullet_Touch (void)
329 if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
333 W_BallisticBullet_Hit ();
335 if(self.dmg_radius < 0) // these NEVER penetrate solid
341 // if we hit "weapclip", bail out
343 // rationale of this check:
345 // any shader that is solid, nodraw AND trans is meant to clip weapon
346 // shots and players, but has no other effect!
348 // if it is not trans, it is caulk and should not have this side effect
351 // common/weapclip (intended)
352 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
353 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
354 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
355 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
362 if(!W_BallisticBullet_LeaveSolid(-1))
368 self.projectiledeathtype |= HITTYPE_BOUNCE;
371 void endFireBallisticBullet()
373 endzcurveparticles();
376 entity fireBallisticBullet_trace_callback_ent;
377 float fireBallisticBullet_trace_callback_eff;
378 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
380 if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
381 zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
382 WarpZone_trace_forent = world;
386 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
388 float lag, dt, savetime; //, density;
392 antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
396 proj.classname = "bullet";
397 proj.owner = proj.realowner = self;
398 PROJECTILE_MAKETRIGGER(proj);
399 if(gravityfactor > 0)
401 proj.movetype = MOVETYPE_TOSS;
402 proj.gravity = gravityfactor;
405 proj.movetype = MOVETYPE_FLY;
406 proj.think = SUB_Remove;
407 proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
408 W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
409 proj.angles = vectoangles(proj.velocity);
410 if(bulletconstant > 0)
411 proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
412 else if(bulletconstant == 0)
415 proj.dmg_radius = -1;
416 // so: bulletconstant = bullet mass / area of bullet circle
417 setorigin(proj, start);
418 proj.flags = FL_PROJECTILE;
420 proj.touch = W_BallisticBullet_Touch;
422 proj.dmg_force = force;
423 proj.projectiledeathtype = dtype;
425 proj.oldvelocity = proj.velocity;
427 other = proj; MUTATOR_CALLHOOK(EditProjectile);
433 if(tracereffects & EF_RED)
434 eff = particleeffectnum("tr_rifle");
435 else if(tracereffects & EF_BLUE)
436 eff = particleeffectnum("tr_rifle_weak");
438 eff = particleeffectnum("tr_bullet");
440 // NOTE: this may severely throw off weapon balance
441 lag = ANTILAG_LATENCY(self);
444 if(clienttype(self) != CLIENTTYPE_REAL)
446 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
447 lag = 0; // only do hitscan, but no antilag
452 antilag_takeback(pl, time - lag);
457 savetime = frametime;
462 // DP tracetoss is stupid and always traces in 0.05s
463 // ticks. This makes it trace in 0.05*0.125s ticks
469 self.velocity = self.velocity * 0.125;
470 self.gravity *= 0.125 * 0.125;
472 fireBallisticBullet_trace_callback_ent = self;
473 fireBallisticBullet_trace_callback_eff = eff;
474 WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
478 if(trace_fraction == 1)
480 // won't hit anything anytime soon (DP's
481 // tracetoss does 200 tics of, here,
482 // 0.05*0.125s, that is, 1.25 seconds
485 dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
486 setorigin(self, trace_endpos);
487 self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
489 if(!SUB_OwnerCheck())
491 if(SUB_NoImpactCheck())
495 W_BallisticBullet_Hit();
498 if(proj.dmg_radius < 0) // these NEVER penetrate solid
501 // if we hit "weapclip", bail out
503 // rationale of this check:
505 // any shader that is solid, nodraw AND trans is meant to clip weapon
506 // shots and players, but has no other effect!
508 // if it is not trans, it is caulk and should not have this side effect
511 // common/weapclip (intended)
512 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
513 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
514 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
515 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
519 if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
522 W_BallisticBullet_LeaveSolid_think();
524 self.projectiledeathtype |= HITTYPE_BOUNCE;
526 frametime = savetime;
539 if(tracereffects & EF_RED)
540 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
541 else if(tracereffects & EF_BLUE)
542 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
544 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
547 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
551 dir = normalize(dir + randomvec() * spread);
552 end = start + dir * MAX_SHOT_DISTANCE;
553 if(self.antilag_debug)
554 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
556 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
560 if (pointcontents (trace_endpos) != CONTENT_SKY)
562 if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
563 Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
565 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
570 float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
572 float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
573 float is_from_owner = (inflictor == projowner);
574 float is_from_exception = (exception != -1);
576 //dprint(strcat("W_CheckProjectileDamage: from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n")));
578 if(autocvar_g_projectiles_damage <= -2)
580 return FALSE; // no damage to projectiles at all, not even with the exceptions
582 else if(autocvar_g_projectiles_damage == -1)
584 if(is_from_exception)
585 return (exception); // if exception is detected, allow it to override
587 return FALSE; // otherwise, no other damage is allowed
589 else if(autocvar_g_projectiles_damage == 0)
591 if(is_from_exception)
592 return (exception); // if exception is detected, allow it to override
593 else if not(is_from_contents)
594 return FALSE; // otherwise, only allow damage from contents
596 else if(autocvar_g_projectiles_damage == 1)
598 if(is_from_exception)
599 return (exception); // if exception is detected, allow it to override
600 else if not(is_from_contents || is_from_owner)
601 return FALSE; // otherwise, only allow self damage and damage from contents
603 else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
605 if(is_from_exception)
606 return (exception); // if exception is detected, allow it to override
609 return TRUE; // if none of these return, then allow damage anyway.
612 void W_PrepareExplosionByDamage(entity attacker, void() explode)
614 self.takedamage = DAMAGE_NO;
615 self.event_damage = func_null;
617 if((attacker.flags & FL_CLIENT) && !autocvar_g_projectiles_keep_owner)
619 self.owner = attacker;
620 self.realowner = attacker;
623 // do not explode NOW but in the NEXT FRAME!
624 // because recursive calls to RadiusDamage are not allowed
625 self.nextthink = time;
626 self.think = explode;