6 #include "weaponsystem.qh"
8 #include "../g_damage.qh"
9 #include "../g_subs.qh"
10 #include "../antilag.qh"
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/util.qh>
16 #include <common/weapons/_all.qh>
17 #include <common/state.qh>
19 #include <lib/warpzone/common.qh>
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)
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;
30 antilag = false; // no antilag for non-clients!
31 if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
32 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
34 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
36 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
37 // passing NULL, because we do NOT want it to touch dphitcontentsmask
39 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
40 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
46 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
51 // un-adjust trueaim if shotend is too close
52 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
53 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
56 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
57 accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
60 W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
62 vector md = ent.(weaponentity).movedir;
63 vector vecs = ((md.x > 0) ? md : '0 0 0');
65 vector dv = v_right * -vecs.y + v_up * vecs.z;
66 w_shotorg = ent.origin + ent.view_ofs + dv;
68 // now move the shotorg forward as much as requested if possible
71 if(CS(ent).antilag_debug)
72 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
74 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
77 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
78 w_shotorg = trace_endpos - v_forward * nudge;
79 // calculate the shotdir from the chosen shotorg
80 w_shotdir = normalize(w_shotend - w_shotorg);
82 //vector prevdir = w_shotdir;
83 //vector prevorg = w_shotorg;
84 //vector prevend = w_shotend;
87 if (!ent.cvar_cl_noantilag)
89 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
91 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
92 if (!trace_ent.takedamage)
94 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
95 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
99 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
101 w_shotdir = normalize(trace_ent.origin - w_shotorg);
105 else if(autocvar_g_antilag == 3) // client side hitscan
107 // this part MUST use prydon cursor
108 if (CS(ent).cursor_trace_ent) // client was aiming at someone
109 if (CS(ent).cursor_trace_ent != ent) // just to make sure
110 if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
111 if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
113 // verify that the shot would miss without antilag
114 // (avoids an issue where guns would always shoot at their origin)
115 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
116 if (!trace_ent.takedamage)
118 // verify that the shot would hit if altered
119 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
120 if (trace_ent == CS(ent).cursor_trace_ent)
121 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
123 LOG_INFO("antilag fail\n");
129 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
131 if (!autocvar_g_norecoil)
132 ent.punchangle_x = recoil * -1;
134 if (snd != SND_Null) {
135 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
136 W_PlayStrengthSound(ent);
139 // nudge w_shotend so a trace to w_shotend hits
140 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
141 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
142 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
143 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
146 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
152 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
154 mdirection = normalize(mvelocity);
155 mspeed = vlen(mvelocity);
157 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);
162 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
164 if(proj.owner == NULL)
165 error("Unowned missile");
167 dir = dir + upDir * (pUpSpeed / pSpeed);
168 dir.z += pZSpeed / pSpeed;
170 dir = normalize(dir);
173 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
175 mspercallsum = mspercallcount = 0;
176 mspercallsstyle = autocvar_g_projectiles_spread_style;
178 mspercallsum -= gettime(GETTIME_HIRES);
181 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
184 mspercallsum += gettime(GETTIME_HIRES);
186 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
189 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
193 // ====================
194 // Ballistics Tracing
195 // ====================
197 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
199 entity pseudoprojectile = NULL;
201 vector dir = normalize(end - start);
202 float length = vlen(end - start);
203 vector force = dir * bforce;
205 // go a little bit into the wall because we need to hit this wall later
210 // trace multiple times until we hit a wall, each obstacle will be made
211 // non-solid so we can hit the next, while doing this we spawn effects and
212 // note down which entities were hit so we can damage them later
216 if(CS(this).antilag_debug)
217 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
219 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
220 if(o && WarpZone_trace_firstzone)
226 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
227 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
229 // if it is NULL we can't hurt it so stop now
230 if (trace_ent == NULL || trace_fraction == 1)
233 // make the entity non-solid so we can hit the next one
234 IL_PUSH(g_railgunhit, trace_ent);
235 trace_ent.railgunhit = true;
236 trace_ent.railgunhitloc = end;
237 trace_ent.railgunhitsolidbackup = trace_ent.solid;
238 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
239 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
241 // stop if this is a wall
242 if (trace_ent.solid == SOLID_BSP)
245 // make the entity non-solid
246 trace_ent.solid = SOLID_NOT;
249 vector endpoint = trace_endpos;
250 entity endent = trace_ent;
251 float endq3surfaceflags = trace_dphitq3surfaceflags;
253 // find all the entities the railgun hit and restore their solid state
254 IL_EACH(g_railgunhit, it.railgunhit,
256 it.solid = it.railgunhitsolidbackup;
259 // spawn a temporary explosion entity for RadiusDamage calls
260 //explosion = spawn();
262 // Find all non-hit players the beam passed close by
263 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
265 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
267 if(!(IS_SPEC(it) && it.enemy == this))
270 // nearest point on the beam
271 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
273 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
277 if(!pseudoprojectile)
278 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
279 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
284 delete(pseudoprojectile);
287 // find all the entities the railgun hit and hurt them
288 IL_EACH(g_railgunhit, it.railgunhit,
290 // removal from the list is handled below
292 // get the details we need to call the damage function
293 vector hitloc = it.railgunhitloc;
295 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
296 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
298 if(accuracy_isgooddamage(this, it))
299 totaldmg += bdamage * foff;
303 Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
305 // create a small explosion to throw gibs around (if applicable)
306 //setorigin(explosion, hitloc);
307 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
309 it.railgunhitloc = '0 0 0';
310 it.railgunhitsolidbackup = SOLID_NOT;
311 it.railgunhit = false;
312 it.railgundistance = 0;
315 IL_CLEAR(g_railgunhit);
317 // calculate hits and fired shots for hitscan
318 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
320 trace_endpos = endpoint;
322 trace_dphitq3surfaceflags = endq3surfaceflags;
325 void fireBullet_trace_callback(vector start, vector hit, vector end)
327 if(vdist(hit - start, >, 16))
328 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
329 WarpZone_trace_forent = NULL;
330 fireBullet_last_hit = NULL;
333 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
337 dir = normalize(dir + randomvec() * spread);
338 end = start + dir * max_shot_distance;
340 fireBullet_last_hit = NULL;
341 float solid_penetration_left = 1;
342 float total_damage = 0;
344 if(tracereffects & EF_RED)
345 fireBullet_trace_callback_eff = EFFECT_RIFLE;
346 else if(tracereffects & EF_BLUE)
347 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
349 fireBullet_trace_callback_eff = EFFECT_BULLET;
351 float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
354 if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
355 lag = 0; // only do hitscan, but no antilag
358 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
359 IL_EACH(g_monsters, it != this,
361 antilag_takeback(it, it, time - lag);
365 // change shooter to SOLID_BBOX so the shot can hit corpses
366 int oldsolid = this.dphitcontentsmask;
368 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
370 WarpZone_trace_forent = this;
374 // TODO also show effect while tracing
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;
381 // traced up to max_shot_distance and didn't hit anything at all
382 if (trace_fraction == 1.0)
385 // When hitting sky, stop.
386 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
389 // can't use noimpact, as we need to pass through walls
390 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
393 // if we hit "weapclip", bail out
395 // rationale of this check:
397 // any shader that is solid, nodraw AND trans is meant to clip weapon
398 // shots and players, but has no other effect!
400 // if it is not trans, it is caulk and should not have this side effect
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))
411 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
412 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
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).
416 fireBullet_last_hit = hit;
418 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
419 damage = M_ARGV(4, float);
420 float g = accuracy_isgooddamage(this, hit);
421 Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
422 // calculate hits for ballistic weapons
425 // do not exceed 100%
426 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
427 total_damage += damage * solid_penetration_left;
428 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
432 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
436 // outside the world? forget it
437 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)
441 if(max_solid_penetration < 0)
443 else if(hit.ballistics_density < -1)
444 break; // -2: no solid penetration, ever
445 else if(hit.ballistics_density < 0)
446 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
447 else if(hit.ballistics_density == 0)
448 maxdist = max_solid_penetration * solid_penetration_left;
450 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
452 if(maxdist <= autocvar_g_ballistics_mindistance)
455 // move the entity along its velocity until it's out of solid, then let it resume
456 // The previously hit entity is ignored here!
457 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
458 if(trace_fraction == 1) // 1: we never got out of solid
461 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
462 // fraction_used_of_what_is_left = dist_taken / maxdist
463 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
464 solid_penetration_left *= 1 - dist_taken / maxdist;
465 solid_penetration_left = max(solid_penetration_left, 0);
467 // Only show effect when going through a player (invisible otherwise)
468 if (hit && (hit.solid != SOLID_BSP))
469 if(vdist(trace_endpos - start, >, 4))
470 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
472 start = trace_endpos;
474 if(hit.solid == SOLID_BSP)
475 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
480 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
481 IL_EACH(g_monsters, it != this,
483 antilag_restore(it, it);
487 // restore shooter solid type
489 this.dphitcontentsmask = oldsolid;