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