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/util.qh>
15 #include <common/weapons/all.qh>
16 #include <common/state.qh>
18 #include <lib/warpzone/common.qh>
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, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
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?
29 oldsolid = ent.dphitcontentsmask;
30 if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE)
31 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
33 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
35 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
36 // passing world, because we do NOT want it to touch dphitcontentsmask
38 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
39 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
45 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
50 // un-adjust trueaim if shotend is too close
51 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
52 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
55 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
56 accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
59 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
61 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
62 vector md = ent.(weaponentity).movedir;
68 dv = v_right * -vecs.y + v_up * vecs.z;
69 w_shotorg = ent.origin + ent.view_ofs + dv;
71 // now move the shotorg forward as much as requested if possible
74 if(CS(ent).antilag_debug)
75 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
77 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
80 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
81 w_shotorg = trace_endpos - v_forward * nudge;
82 // calculate the shotdir from the chosen shotorg
83 w_shotdir = normalize(w_shotend - w_shotorg);
85 //vector prevdir = w_shotdir;
86 //vector prevorg = w_shotorg;
87 //vector prevend = w_shotend;
90 if (!ent.cvar_cl_noantilag)
92 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
94 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
95 if (!trace_ent.takedamage)
97 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
98 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
102 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
104 w_shotdir = normalize(trace_ent.origin - w_shotorg);
108 else if(autocvar_g_antilag == 3) // client side hitscan
110 // this part MUST use prydon cursor
111 if (ent.cursor_trace_ent) // client was aiming at someone
112 if (ent.cursor_trace_ent != ent) // just to make sure
113 if (ent.cursor_trace_ent.takedamage) // and that person is killable
114 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
116 // verify that the shot would miss without antilag
117 // (avoids an issue where guns would always shoot at their origin)
118 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
119 if (!trace_ent.takedamage)
121 // verify that the shot would hit if altered
122 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
123 if (trace_ent == ent.cursor_trace_ent)
124 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
126 LOG_INFO("antilag fail\n");
132 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
134 if (!autocvar_g_norecoil)
135 ent.punchangle_x = recoil * -1;
137 if (snd != SND_Null) {
138 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
139 W_PlayStrengthSound(ent);
142 // nudge w_shotend so a trace to w_shotend hits
143 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
144 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
145 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
146 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
149 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
155 mvelocity = mvelocity * W_WeaponSpeedFactor();
157 mdirection = normalize(mvelocity);
158 mspeed = vlen(mvelocity);
160 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);
165 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
167 if(proj.owner == world)
168 error("Unowned missile");
170 dir = dir + upDir * (pUpSpeed / pSpeed);
171 dir.z += pZSpeed / pSpeed;
173 dir = normalize(dir);
176 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
178 mspercallsum = mspercallcount = 0;
179 mspercallsstyle = autocvar_g_projectiles_spread_style;
181 mspercallsum -= gettime(GETTIME_HIRES);
184 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
187 mspercallsum += gettime(GETTIME_HIRES);
189 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
192 proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
196 // ====================
197 // Ballistics Tracing
198 // ====================
200 void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
202 vector hitloc, force, endpoint, dir;
204 float endq3surfaceflags;
211 entity pseudoprojectile;
214 pseudoprojectile = world;
216 dir = normalize(end - start);
217 length = vlen(end - start);
218 force = dir * bforce;
220 // go a little bit into the wall because we need to hit this wall later
225 // trace multiple times until we hit a wall, each obstacle will be made
226 // non-solid so we can hit the next, while doing this we spawn effects and
227 // note down which entities were hit so we can damage them later
231 if(CS(this).antilag_debug)
232 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
234 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
235 if(o && WarpZone_trace_firstzone)
241 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
242 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
244 // if it is world we can't hurt it so stop now
245 if (trace_ent == world || trace_fraction == 1)
248 // make the entity non-solid so we can hit the next one
249 trace_ent.railgunhit = true;
250 trace_ent.railgunhitloc = end;
251 trace_ent.railgunhitsolidbackup = trace_ent.solid;
252 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
253 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
255 // stop if this is a wall
256 if (trace_ent.solid == SOLID_BSP)
259 // make the entity non-solid
260 trace_ent.solid = SOLID_NOT;
263 endpoint = trace_endpos;
265 endq3surfaceflags = trace_dphitq3surfaceflags;
267 // find all the entities the railgun hit and restore their solid state
268 ent = findfloat(world, railgunhit, true);
271 // restore their solid type
272 ent.solid = ent.railgunhitsolidbackup;
273 ent = findfloat(ent, railgunhit, true);
276 // spawn a temporary explosion entity for RadiusDamage calls
277 //explosion = spawn();
279 // Find all non-hit players the beam passed close by
280 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
282 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
284 if(!(IS_SPEC(it) && it.enemy == this))
287 // nearest point on the beam
288 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
290 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
294 snd = SND(NEXWHOOSH_RANDOM());
296 if(!pseudoprojectile)
297 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
298 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
303 remove(pseudoprojectile);
306 // find all the entities the railgun hit and hurt them
307 ent = findfloat(world, railgunhit, true);
310 // get the details we need to call the damage function
311 hitloc = ent.railgunhitloc;
313 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
314 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
316 if(accuracy_isgooddamage(this, ent))
317 totaldmg += bdamage * f;
321 Damage (ent, this, this, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
323 // create a small explosion to throw gibs around (if applicable)
324 //setorigin (explosion, hitloc);
325 //RadiusDamage (explosion, this, 10, 0, 50, world, world, 300, deathtype);
327 ent.railgunhitloc = '0 0 0';
328 ent.railgunhitsolidbackup = SOLID_NOT;
329 ent.railgunhit = false;
330 ent.railgundistance = 0;
332 // advance to the next entity
333 ent = findfloat(ent, railgunhit, true);
336 // calculate hits and fired shots for hitscan
337 accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg));
339 trace_endpos = endpoint;
341 trace_dphitq3surfaceflags = endq3surfaceflags;
344 void fireBullet_trace_callback(vector start, vector hit, vector end)
346 if(vdist(hit - start, >, 16))
347 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
348 WarpZone_trace_forent = world;
349 fireBullet_last_hit = world;
352 void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
356 dir = normalize(dir + randomvec() * spread);
357 end = start + dir * MAX_SHOT_DISTANCE;
359 fireBullet_last_hit = world;
360 float solid_penetration_left = 1;
361 float total_damage = 0;
363 if(tracereffects & EF_RED)
364 fireBullet_trace_callback_eff = EFFECT_RIFLE;
365 else if(tracereffects & EF_BLUE)
366 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
368 fireBullet_trace_callback_eff = EFFECT_BULLET;
370 float lag = ANTILAG_LATENCY(this);
373 if (!IS_REAL_CLIENT(this))
375 if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
376 lag = 0; // only do hitscan, but no antilag
379 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
380 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
382 antilag_takeback(it, it, time - lag);
386 // change shooter to SOLID_BBOX so the shot can hit corpses
387 int oldsolid = this.dphitcontentsmask;
389 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
391 WarpZone_trace_forent = this;
395 // TODO also show effect while tracing
396 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
397 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
398 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
399 start = trace_endpos;
400 entity hit = trace_ent;
402 // When hitting sky, stop.
403 if (pointcontents(start) == CONTENT_SKY)
406 // can't use noimpact, as we need to pass through walls
407 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
410 // if we hit "weapclip", bail out
412 // rationale of this check:
414 // any shader that is solid, nodraw AND trans is meant to clip weapon
415 // shots and players, but has no other effect!
417 // if it is not trans, it is caulk and should not have this side effect
420 // common/weapclip (intended)
421 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
422 bool is_weapclip = false;
423 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
424 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
425 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
428 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
429 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
431 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).
433 fireBullet_last_hit = hit;
435 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage);
436 damage = frag_damage;
437 float g = accuracy_isgooddamage(this, hit);
438 Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
439 // calculate hits for ballistic weapons
442 // do not exceed 100%
443 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
444 total_damage += damage * solid_penetration_left;
445 accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage);
453 // outside the world? forget it
454 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)
458 if(max_solid_penetration < 0)
460 else if(hit.ballistics_density < -1)
461 break; // -2: no solid penetration, ever
462 else if(hit.ballistics_density < 0)
463 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
464 else if(hit.ballistics_density == 0)
465 maxdist = max_solid_penetration * solid_penetration_left;
467 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
469 if(maxdist <= autocvar_g_ballistics_mindistance)
472 // move the entity along its velocity until it's out of solid, then let it resume
473 // The previously hit entity is ignored here!
474 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
475 if(trace_fraction == 1) // 1: we never got out of solid
478 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
479 solid_penetration_left *= (dist_taken / maxdist);
481 // Only show effect when going through a player (invisible otherwise)
482 if (hit && (hit.solid != SOLID_BSP))
483 if(vdist(trace_endpos - start, >, 4))
484 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
486 start = trace_endpos;
488 if(hit.solid == SOLID_BSP)
489 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
494 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
495 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
497 antilag_restore(it, it);
501 // restore shooter solid type
503 this.dphitcontentsmask = oldsolid;