3 #include <common/effects/all.qh>
8 #include "weaponsystem.qh"
10 #include "../damage.qh"
11 #include <server/main.qh>
12 #include <server/mutators/_mod.qh>
13 #include <server/antilag.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/util.qh>
19 #include <common/weapons/_all.qh>
20 #include <common/wepent.qh>
21 #include <common/state.qh>
23 #include <lib/warpzone/common.qh>
25 // this function calculates w_shotorg and w_shotdir based on the weapon model
26 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
27 // make sure you call makevectors first (FIXME?)
28 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)
31 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?
32 float oldsolid = ent.dphitcontentsmask;
33 Weapon wep = DEATH_WEAPONOF(deathtype);
35 antilag = false; // no antilag for non-clients!
36 if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
38 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
39 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
40 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
41 // TODO for fireBullet, find how far the shot will penetrate and aim at that
42 // for fireRailgunbullet, find the farthest target and aim at that
43 // this will avoid issues when another player is passing in front of you when you shoot
44 // (currently such a shot will hit him but then miss the original target)
45 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
48 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
50 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
51 // passing NULL, because we do NOT want it to touch dphitcontentsmask
53 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
54 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
56 vector forward, right, up;
60 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
65 // un-adjust trueaim if shotend is too close
66 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
67 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
70 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
71 accuracy_add(ent, wep, maxdamage, 0);
74 W_HitPlotAnalysis(ent, wep, forward, right, up);
76 vector md = ent.(weaponentity).movedir;
77 vector vecs = ((md.x > 0) ? md : '0 0 0');
79 // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
80 // which fixes issue #1957 but causes #2129
81 vector dv = right * -vecs.y + up * vecs.z;
82 w_shotorg = ent.origin + ent.view_ofs + dv;
84 // now move the shotorg forward as much as requested if possible
87 if(CS(ent).antilag_debug)
88 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
90 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
93 tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
94 w_shotorg = trace_endpos - forward * nudge;
95 // calculate the shotdir from the chosen shotorg
96 if(W_DualWielding(ent))
97 w_shotdir = s_forward;
99 w_shotdir = normalize(w_shotend - w_shotorg);
101 //vector prevdir = w_shotdir;
102 //vector prevorg = w_shotorg;
103 //vector prevend = w_shotend;
106 if (!CS(ent).cvar_cl_noantilag)
108 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
110 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
111 if (!trace_ent.takedamage)
113 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
114 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
118 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
120 w_shotdir = normalize(trace_ent.origin - w_shotorg);
124 else if(autocvar_g_antilag == 3) // client side hitscan
126 // this part MUST use prydon cursor
127 if (CS(ent).cursor_trace_ent) // client was aiming at someone
128 if (CS(ent).cursor_trace_ent != ent) // just to make sure
129 if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
130 if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
132 // verify that the shot would miss without antilag
133 // (avoids an issue where guns would always shoot at their origin)
134 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
135 if (!trace_ent.takedamage)
137 // verify that the shot would hit if altered
138 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
139 if (trace_ent == CS(ent).cursor_trace_ent)
140 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
142 LOG_INFO("antilag fail");
148 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
150 if (!autocvar_g_norecoil)
151 ent.punchangle_x = recoil * -1;
153 if (snd != SND_Null) {
154 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
155 W_PlayStrengthSound(ent);
158 // nudge w_shotend so a trace to w_shotend hits
159 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
160 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
161 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
162 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
165 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
171 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
173 mdirection = normalize(mvelocity);
174 mspeed = vlen(mvelocity);
176 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);
181 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
183 if(proj.owner == NULL)
184 error("Unowned missile");
186 dir = dir + upDir * (pUpSpeed / pSpeed);
187 dir.z += pZSpeed / pSpeed;
189 dir = normalize(dir);
192 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
194 mspercallsum = mspercallcount = 0;
195 mspercallsstyle = autocvar_g_projectiles_spread_style;
197 mspercallsum -= gettime(GETTIME_HIRES);
200 dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
203 mspercallsum += gettime(GETTIME_HIRES);
205 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
208 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
212 // ====================
213 // Ballistics Tracing
214 // ====================
216 bool Headshot(entity targ, entity ent, vector start, vector end)
218 if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
220 vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
221 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);
222 vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
224 return trace_hits_box(start, end, headmins, headmaxs);
227 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)
229 vector dir = normalize(end - start);
230 vector force = dir * bforce;
232 // go a little bit into the wall because we need to hit this wall later
236 bool headshot = false; // indicates that one of the targets hit was a headshot
238 // trace multiple times until we hit a wall, each obstacle will be made
239 // non-solid so we can hit the next, while doing this we spawn effects and
240 // note down which entities were hit so we can damage them later
244 if(CS(this).antilag_debug)
245 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
247 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
248 if(o && WarpZone_trace_firstzone)
254 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
255 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
257 // if it is NULL we can't hurt it so stop now
258 if (trace_ent == NULL || trace_fraction == 1)
261 if(headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
264 // make the entity non-solid so we can hit the next one
265 IL_PUSH(g_railgunhit, trace_ent);
266 trace_ent.railgunhit = true;
267 trace_ent.railgunhitloc = end;
268 trace_ent.railgunhitsolidbackup = trace_ent.solid;
269 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
270 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
272 // stop if this is a wall
273 if (trace_ent.solid == SOLID_BSP)
276 // make the entity non-solid
277 trace_ent.solid = SOLID_NOT;
280 vector endpoint = trace_endpos;
281 entity endent = trace_ent;
282 float endq3surfaceflags = trace_dphitq3surfaceflags;
284 // find all the entities the railgun hit and restore their solid state
285 IL_EACH(g_railgunhit, it.railgunhit,
287 it.solid = it.railgunhitsolidbackup;
290 // Find all players the beam passed close by (even those hit)
291 float length = vlen(endpoint - start);
292 entity pseudoprojectile = NULL;
293 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
294 // not when spectating the shooter
295 if (IS_SPEC(it) && it.enemy == this) continue;
297 // nearest point on the beam
298 vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
300 if(!pseudoprojectile)
301 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
304 // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
305 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
308 delete(pseudoprojectile);
310 // find all the entities the railgun hit and hurt them
311 IL_EACH(g_railgunhit, it.railgunhit,
313 // removal from the list is handled below
315 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
316 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
318 if(accuracy_isgooddamage(this, it))
319 totaldmg += bdamage * foff;
323 Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
325 it.railgunhitloc = '0 0 0';
326 it.railgunhitsolidbackup = SOLID_NOT;
327 it.railgunhit = false;
328 it.railgundistance = 0;
331 IL_CLEAR(g_railgunhit);
334 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
336 // calculate hits and fired shots for hitscan
337 if(this.(weaponentity))
338 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
340 trace_endpos = endpoint;
342 trace_dphitq3surfaceflags = endq3surfaceflags;
345 void fireBullet_trace_callback(vector start, vector hit, vector end)
347 if(vdist(hit - start, >, 16))
348 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
349 WarpZone_trace_forent = NULL;
350 fireBullet_last_hit = NULL;
353 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)
355 dir = normalize(dir + randomvec() * spread);
356 vector end = start + dir * max_shot_distance;
358 fireBullet_last_hit = NULL;
359 fireBullet_trace_callback_eff = tracer_effect;
361 float solid_penetration_fraction = 1;
362 float damage_fraction = 1;
363 float total_damage = 0;
365 float lag = ((do_antilag) ? antilag_getlag(this) : 0);
367 antilag_takeback_all(this, lag);
369 // change shooter to SOLID_BBOX so the shot can hit corpses
370 int oldsolid = this.dphitcontentsmask;
372 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
374 WarpZone_trace_forent = this;
376 bool headshot = false; // indicates that one of the hit targets was a headshot
379 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
380 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
381 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
382 start = trace_endpos;
383 entity hit = trace_ent;
385 // traced up to max_shot_distance and didn't hit anything at all
386 if (trace_fraction == 1.0)
389 // When hitting sky, stop.
390 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
393 // can't use noimpact, as we need to pass through walls
394 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
397 // if we hit "weapclip", bail out
399 // rationale of this check:
401 // any shader that is solid, nodraw AND trans is meant to clip weapon
402 // shots and players, but has no other effect!
404 // if it is not trans, it is caulk and should not have this side effect
407 // common/weapclip (intended)
408 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
409 bool is_weapclip = false;
410 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
411 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
412 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
415 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
416 Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
418 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).
420 fireBullet_last_hit = hit;
422 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
423 damage = M_ARGV(4, float);
424 if(headshot_multiplier && Headshot(hit, this, start, end))
426 damage *= headshot_multiplier;
429 bool gooddamage = accuracy_isgooddamage(this, hit);
430 Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
431 // calculate hits for ballistic weapons
434 // do not exceed 100%
435 float added_damage = min(damage - total_damage, damage * damage_fraction);
436 total_damage += damage * damage_fraction;
437 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
441 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
445 // outside the world? forget it
446 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)
450 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
451 if(max_solid_penetration < 0)
453 else if(hitstore.ballistics_density < -1)
454 break; // -2: no solid penetration, ever
455 else if(hitstore.ballistics_density < 0)
456 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
457 else if(hitstore.ballistics_density == 0)
458 maxdist = max_solid_penetration * solid_penetration_fraction;
460 maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
462 if(maxdist <= autocvar_g_ballistics_mindistance)
465 // move the entity along its velocity until it's out of solid, then let it resume
466 // The previously hit entity is ignored here!
467 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
468 if(trace_fraction == 1) // 1: we never got out of solid
471 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
472 float fraction_used_of_what_is_left = dist_taken / maxdist;
473 solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
474 solid_penetration_fraction = max(solid_penetration_fraction, 0);
475 damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
477 // Only show effect when going through a player (invisible otherwise)
478 if (hit && (hit.solid != SOLID_BSP))
479 if(vdist(trace_endpos - start, >, 4))
480 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
482 start = trace_endpos;
484 if(hit.solid == SOLID_BSP)
485 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
489 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
492 antilag_restore_all(this);
494 // restore shooter solid type
496 this.dphitcontentsmask = oldsolid;
499 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)
501 fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
504 void crosshair_trace(entity pl)
506 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));
509 void crosshair_trace_plusvisibletriggers(entity pl)
511 crosshair_trace_plusvisibletriggers__is_wz(pl, false);
514 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
516 crosshair_trace_plusvisibletriggers__is_wz(pl, true);
519 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
521 FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
525 it.solid = SOLID_BSP;
526 IL_PUSH(g_ctrace_changed, it);
531 WarpZone_crosshair_trace(pl);
535 IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
537 IL_CLEAR(g_ctrace_changed);
540 void WarpZone_crosshair_trace(entity pl)
542 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));