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"
17 #include "../../lib/warpzone/common.qh"
19 // this function calculates w_shotorg and w_shotdir based on the weapon model
20 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
21 // make sure you call makevectors first (FIXME?)
22 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)
24 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 oldsolid = ent.dphitcontentsmask;
28 if(ent.weapon == WEP_RIFLE.m_id)
29 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
31 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
33 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
34 // passing world, because we do NOT want it to touch dphitcontentsmask
36 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
37 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
43 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
48 // un-adjust trueaim if shotend is too close
49 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
50 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
53 if(accuracy_canbegooddamage(ent))
54 accuracy_add(ent, ent.weapon, maxdamage, 0);
56 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
58 int slot = 0; // TODO: unhardcode
59 if(ent.weaponentity[slot].movedir.x > 0)
60 vecs = ent.weaponentity[slot].movedir;
64 dv = v_right * -vecs.y + v_up * vecs.z;
65 w_shotorg = ent.origin + ent.view_ofs + dv;
67 // now move the shotorg forward as much as requested if possible
71 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
73 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
76 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
77 w_shotorg = trace_endpos - v_forward * nudge;
78 // calculate the shotdir from the chosen shotorg
79 w_shotdir = normalize(w_shotend - w_shotorg);
81 //vector prevdir = w_shotdir;
82 //vector prevorg = w_shotorg;
83 //vector prevend = w_shotend;
86 if (!ent.cvar_cl_noantilag)
88 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
90 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
91 if (!trace_ent.takedamage)
93 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
94 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
98 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
100 w_shotdir = normalize(trace_ent.origin - w_shotorg);
104 else if(autocvar_g_antilag == 3) // client side hitscan
106 // this part MUST use prydon cursor
107 if (ent.cursor_trace_ent) // client was aiming at someone
108 if (ent.cursor_trace_ent != ent) // just to make sure
109 if (ent.cursor_trace_ent.takedamage) // and that person is killable
110 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
112 // verify that the shot would miss without antilag
113 // (avoids an issue where guns would always shoot at their origin)
114 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
115 if (!trace_ent.takedamage)
117 // verify that the shot would hit if altered
118 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
119 if (trace_ent == ent.cursor_trace_ent)
120 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
122 LOG_INFO("antilag fail\n");
128 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
130 if (!autocvar_g_norecoil)
131 ent.punchangle_x = recoil * -1;
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(vector pvelocity, vector mvelocity, float forceAbsolute)
152 mvelocity = mvelocity * W_WeaponSpeedFactor();
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 == world)
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.velocity, pSpeed * dir, forceAbsolute);
193 // ====================
194 // Ballistics Tracing
195 // ====================
197 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
199 vector hitloc, force, endpoint, dir;
201 float endq3surfaceflags;
208 entity pseudoprojectile;
211 pseudoprojectile = world;
213 dir = normalize(end - start);
214 length = vlen(end - start);
215 force = dir * bforce;
217 // go a little bit into the wall because we need to hit this wall later
222 // trace multiple times until we hit a wall, each obstacle will be made
223 // non-solid so we can hit the next, while doing this we spawn effects and
224 // note down which entities were hit so we can damage them later
228 if(self.antilag_debug)
229 WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
231 WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
232 if(o && WarpZone_trace_firstzone)
238 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
239 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
241 // if it is world we can't hurt it so stop now
242 if (trace_ent == world || trace_fraction == 1)
245 // make the entity non-solid so we can hit the next one
246 trace_ent.railgunhit = true;
247 trace_ent.railgunhitloc = end;
248 trace_ent.railgunhitsolidbackup = trace_ent.solid;
249 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
250 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
252 // stop if this is a wall
253 if (trace_ent.solid == SOLID_BSP)
256 // make the entity non-solid
257 trace_ent.solid = SOLID_NOT;
260 endpoint = trace_endpos;
262 endq3surfaceflags = trace_dphitq3surfaceflags;
264 // find all the entities the railgun hit and restore their solid state
265 ent = findfloat(world, railgunhit, true);
268 // restore their solid type
269 ent.solid = ent.railgunhitsolidbackup;
270 ent = findfloat(ent, railgunhit, true);
273 // spawn a temporary explosion entity for RadiusDamage calls
274 //explosion = spawn();
276 // Find all non-hit players the beam passed close by
277 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
279 FOR_EACH_REALCLIENT(msg_entity)
280 if(msg_entity != self)
281 if(!msg_entity.railgunhit)
282 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
284 // nearest point on the beam
285 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
287 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
291 snd = SND(NEXWHOOSH_RANDOM());
293 if(!pseudoprojectile)
294 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
295 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
299 remove(pseudoprojectile);
302 // find all the entities the railgun hit and hurt them
303 ent = findfloat(world, railgunhit, true);
306 // get the details we need to call the damage function
307 hitloc = ent.railgunhitloc;
309 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
310 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
312 if(accuracy_isgooddamage(self, ent))
313 totaldmg += bdamage * f;
317 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
319 // create a small explosion to throw gibs around (if applicable)
320 //setorigin (explosion, hitloc);
321 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
323 ent.railgunhitloc = '0 0 0';
324 ent.railgunhitsolidbackup = SOLID_NOT;
325 ent.railgunhit = false;
326 ent.railgundistance = 0;
328 // advance to the next entity
329 ent = findfloat(ent, railgunhit, true);
332 // calculate hits and fired shots for hitscan
333 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
335 trace_endpos = endpoint;
337 trace_dphitq3surfaceflags = endq3surfaceflags;
340 void fireBullet_trace_callback(vector start, vector hit, vector end)
342 if(vlen(hit - start) > 16)
343 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
344 WarpZone_trace_forent = world;
345 fireBullet_last_hit = world;
348 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
352 dir = normalize(dir + randomvec() * spread);
353 end = start + dir * MAX_SHOT_DISTANCE;
356 fireBullet_last_hit = world;
357 float solid_penetration_left = 1;
358 float total_damage = 0;
360 if(tracereffects & EF_RED)
361 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_RIFLE);
362 else if(tracereffects & EF_BLUE)
363 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_RIFLE_WEAK);
365 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_BULLET);
367 float lag = ANTILAG_LATENCY(self);
370 if (!IS_REAL_CLIENT(self))
372 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
373 lag = 0; // only do hitscan, but no antilag
378 antilag_takeback(pl, time - lag);
380 antilag_takeback(pl, time - lag);
383 WarpZone_trace_forent = self;
387 // TODO also show effect while tracing
388 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
389 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
390 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
391 start = trace_endpos;
392 entity hit = trace_ent;
394 // When hitting sky, stop.
395 if (pointcontents(start) == CONTENT_SKY)
398 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
401 // if we hit "weapclip", bail out
403 // rationale of this check:
405 // any shader that is solid, nodraw AND trans is meant to clip weapon
406 // shots and players, but has no other effect!
408 // if it is not trans, it is caulk and should not have this side effect
411 // common/weapclip (intended)
412 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
413 float is_weapclip = 0;
414 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
415 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
416 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
419 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
420 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
422 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).
424 fireBullet_last_hit = hit;
426 MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage);
427 damage = frag_damage;
428 float g = accuracy_isgooddamage(self, hit);
429 Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
430 // calculate hits for ballistic weapons
433 // do not exceed 100%
434 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
435 total_damage += damage * solid_penetration_left;
436 accuracy_add(self, self.weapon, 0, added_damage);
444 // outside the world? forget it
445 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)
449 if(max_solid_penetration < 0)
451 else if(hit.ballistics_density < -1)
452 break; // -2: no solid penetration, ever
453 else if(hit.ballistics_density < 0)
454 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
455 else if(hit.ballistics_density == 0)
456 maxdist = max_solid_penetration * solid_penetration_left;
458 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
460 if(maxdist <= autocvar_g_ballistics_mindistance)
463 // move the entity along its velocity until it's out of solid, then let it resume
464 // The previously hit entity is ignored here!
465 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
466 if(trace_fraction == 1) // 1: we never got out of solid
469 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
470 solid_penetration_left *= (dist_taken / maxdist);
472 // Only show effect when going through a player (invisible otherwise)
473 if (hit && (hit.solid != SOLID_BSP))
474 if(vlen(trace_endpos - start) > 4)
475 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
477 start = trace_endpos;
479 if(hit.solid == SOLID_BSP)
480 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);