4 #include "../../dpdefs/progsdefs.qh"
5 #include "../../dpdefs/dpextensions.qh"
6 #include "../../warpzonelib/common.qh"
7 #include "../../common/constants.qh"
8 #include "../../common/util.qh"
9 #include "../../common/weapons/weapons.qh"
11 #include "../autocvars.qh"
13 #include "../antilag.qh"
16 // this function calculates w_shotorg and w_shotdir based on the weapon model
17 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
18 // make sure you call makevectors first (FIXME?)
19 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
21 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?
24 oldsolid = ent.dphitcontentsmask;
25 if(ent.weapon == WEP_RIFLE)
26 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
28 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
30 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
31 // passing world, because we do NOT want it to touch dphitcontentsmask
33 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
34 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
40 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
45 // un-adjust trueaim if shotend is too close
46 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
47 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
50 if(accuracy_canbegooddamage(ent))
51 accuracy_add(ent, ent.weapon, maxdamage, 0);
53 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
55 if(ent.weaponentity.movedir.x > 0)
56 vecs = ent.weaponentity.movedir;
60 dv = v_right * -vecs.y + v_up * vecs.z;
61 w_shotorg = ent.origin + ent.view_ofs + dv;
63 // now move the shotorg forward as much as requested if possible
67 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
69 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
72 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
73 w_shotorg = trace_endpos - v_forward * nudge;
74 // calculate the shotdir from the chosen shotorg
75 w_shotdir = normalize(w_shotend - w_shotorg);
77 //vector prevdir = w_shotdir;
78 //vector prevorg = w_shotorg;
79 //vector prevend = w_shotend;
82 if (!ent.cvar_cl_noantilag)
84 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
86 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
87 if (!trace_ent.takedamage)
89 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
90 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
94 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
96 w_shotdir = normalize(trace_ent.origin - w_shotorg);
100 else if(autocvar_g_antilag == 3) // client side hitscan
102 // this part MUST use prydon cursor
103 if (ent.cursor_trace_ent) // client was aiming at someone
104 if (ent.cursor_trace_ent != ent) // just to make sure
105 if (ent.cursor_trace_ent.takedamage) // and that person is killable
106 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
108 // verify that the shot would miss without antilag
109 // (avoids an issue where guns would always shoot at their origin)
110 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
111 if (!trace_ent.takedamage)
113 // verify that the shot would hit if altered
114 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
115 if (trace_ent == ent.cursor_trace_ent)
116 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
118 print("antilag fail\n");
124 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
126 if (!autocvar_g_norecoil)
127 ent.punchangle_x = recoil * -1;
131 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
132 W_PlayStrengthSound(ent);
135 // nudge w_shotend so a trace to w_shotend hits
136 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
137 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
138 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
139 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
142 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
148 mvelocity = mvelocity * g_weaponspeedfactor;
150 mdirection = normalize(mvelocity);
151 mspeed = vlen(mvelocity);
153 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);
158 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
160 if(proj.owner == world)
161 error("Unowned missile");
163 dir = dir + upDir * (pUpSpeed / pSpeed);
164 dir.z += pZSpeed / pSpeed;
166 dir = normalize(dir);
169 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
171 mspercallsum = mspercallcount = 0;
172 mspercallsstyle = autocvar_g_projectiles_spread_style;
174 mspercallsum -= gettime(GETTIME_HIRES);
177 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
180 mspercallsum += gettime(GETTIME_HIRES);
182 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
185 proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
189 // ====================
190 // Ballistics Tracing
191 // ====================
193 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
195 vector hitloc, force, endpoint, dir;
197 float endq3surfaceflags;
204 entity pseudoprojectile;
207 pseudoprojectile = world;
209 dir = normalize(end - start);
210 length = vlen(end - start);
211 force = dir * bforce;
213 // go a little bit into the wall because we need to hit this wall later
218 // trace multiple times until we hit a wall, each obstacle will be made
219 // non-solid so we can hit the next, while doing this we spawn effects and
220 // note down which entities were hit so we can damage them later
224 if(self.antilag_debug)
225 WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
227 WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
228 if(o && WarpZone_trace_firstzone)
234 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
235 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
237 // if it is world we can't hurt it so stop now
238 if (trace_ent == world || trace_fraction == 1)
241 // make the entity non-solid so we can hit the next one
242 trace_ent.railgunhit = true;
243 trace_ent.railgunhitloc = end;
244 trace_ent.railgunhitsolidbackup = trace_ent.solid;
245 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
246 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
248 // stop if this is a wall
249 if (trace_ent.solid == SOLID_BSP)
252 // make the entity non-solid
253 trace_ent.solid = SOLID_NOT;
256 endpoint = trace_endpos;
258 endq3surfaceflags = trace_dphitq3surfaceflags;
260 // find all the entities the railgun hit and restore their solid state
261 ent = findfloat(world, railgunhit, true);
264 // restore their solid type
265 ent.solid = ent.railgunhitsolidbackup;
266 ent = findfloat(ent, railgunhit, true);
269 // spawn a temporary explosion entity for RadiusDamage calls
270 //explosion = spawn();
272 // Find all non-hit players the beam passed close by
273 if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX)
275 FOR_EACH_REALCLIENT(msg_entity)
276 if(msg_entity != self)
277 if(!msg_entity.railgunhit)
278 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
280 // nearest point on the beam
281 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
283 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
287 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
289 if(!pseudoprojectile)
290 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
291 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
295 remove(pseudoprojectile);
298 // find all the entities the railgun hit and hurt them
299 ent = findfloat(world, railgunhit, true);
302 // get the details we need to call the damage function
303 hitloc = ent.railgunhitloc;
305 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
306 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
308 if(accuracy_isgooddamage(self, ent))
309 totaldmg += bdamage * f;
313 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
315 // create a small explosion to throw gibs around (if applicable)
316 //setorigin (explosion, hitloc);
317 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
319 ent.railgunhitloc = '0 0 0';
320 ent.railgunhitsolidbackup = SOLID_NOT;
321 ent.railgunhit = false;
322 ent.railgundistance = 0;
324 // advance to the next entity
325 ent = findfloat(ent, railgunhit, true);
328 // calculate hits and fired shots for hitscan
329 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
331 trace_endpos = endpoint;
333 trace_dphitq3surfaceflags = endq3surfaceflags;
336 void fireBullet_trace_callback(vector start, vector hit, vector end)
338 if(vlen(hit - start) > 16)
339 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
340 WarpZone_trace_forent = world;
341 fireBullet_last_hit = world;
344 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
348 dir = normalize(dir + randomvec() * spread);
349 end = start + dir * MAX_SHOT_DISTANCE;
352 fireBullet_last_hit = world;
353 float solid_penetration_left = 1;
354 float total_damage = 0;
356 if(tracereffects & EF_RED)
357 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
358 else if(tracereffects & EF_BLUE)
359 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
361 fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
363 float lag = ANTILAG_LATENCY(self);
366 if (!IS_REAL_CLIENT(self))
368 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
369 lag = 0; // only do hitscan, but no antilag
374 antilag_takeback(pl, time - lag);
376 antilag_takeback(pl, time - lag);
379 WarpZone_trace_forent = self;
383 // TODO also show effect while tracing
384 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
385 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
386 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
387 start = trace_endpos;
388 entity hit = trace_ent;
390 // When hitting sky, stop.
391 if (pointcontents(start) == CONTENT_SKY)
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 float is_weapclip = 0;
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 * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
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 float g = accuracy_isgooddamage(self, hit);
423 Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
424 // calculate hits for ballistic weapons
427 // do not exceed 100%
428 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
429 total_damage += damage * solid_penetration_left;
430 accuracy_add(self, self.weapon, 0, added_damage);
438 // outside the world? forget it
439 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)
443 if(max_solid_penetration < 0)
445 else if(hit.ballistics_density < -1)
446 break; // -2: no solid penetration, ever
447 else if(hit.ballistics_density < 0)
448 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
449 else if(hit.ballistics_density == 0)
450 maxdist = max_solid_penetration * solid_penetration_left;
452 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
454 if(maxdist <= autocvar_g_ballistics_mindistance)
457 // move the entity along its velocity until it's out of solid, then let it resume
458 // The previously hit entity is ignored here!
459 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
460 if(trace_fraction == 1) // 1: we never got out of solid
463 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
464 solid_penetration_left *= (dist_taken / maxdist);
466 // Only show effect when going through a player (invisible otherwise)
467 if (hit && (hit.solid != SOLID_BSP))
468 if(vlen(trace_endpos - start) > 4)
469 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
471 start = trace_endpos;
473 if(hit.solid == SOLID_BSP)
474 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);