1 // this function calculates w_shotorg and w_shotdir based on the weapon model
2 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
3 // make sure you call makevectors first (FIXME?)
4 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)
6 float nudge = 1; // added to traceline target and subtracted from result
9 oldsolid = ent.dphitcontentsmask;
10 if(ent.weapon == WEP_RIFLE)
11 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
13 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
15 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
16 // passing world, because we do NOT want it to touch dphitcontentsmask
18 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
19 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
25 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
30 // un-adjust trueaim if shotend is too close
31 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
32 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
35 if(accuracy_canbegooddamage(ent))
36 accuracy_add(ent, ent.weapon, maxdamage, 0);
38 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
40 if(ent.weaponentity.movedir_x > 0)
41 vecs = ent.weaponentity.movedir;
45 dv = v_right * -vecs_y + v_up * vecs_z;
46 w_shotorg = ent.origin + ent.view_ofs + dv;
48 // now move the shotorg forward as much as requested if possible
52 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
54 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
57 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
58 w_shotorg = trace_endpos - v_forward * nudge;
59 // calculate the shotdir from the chosen shotorg
60 w_shotdir = normalize(w_shotend - w_shotorg);
63 if (!ent.cvar_cl_noantilag)
65 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
67 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
68 if (!trace_ent.takedamage)
70 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
71 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
75 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
77 w_shotdir = normalize(trace_ent.origin - w_shotorg);
81 else if(autocvar_g_antilag == 3) // client side hitscan
83 // this part MUST use prydon cursor
84 if (ent.cursor_trace_ent) // client was aiming at someone
85 if (ent.cursor_trace_ent != ent) // just to make sure
86 if (ent.cursor_trace_ent.takedamage) // and that person is killable
87 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
89 // verify that the shot would miss without antilag
90 // (avoids an issue where guns would always shoot at their origin)
91 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
92 if (!trace_ent.takedamage)
94 // verify that the shot would hit if altered
95 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
96 if (trace_ent == ent.cursor_trace_ent)
97 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
99 print("antilag fail\n");
105 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
108 ent.punchangle_x = recoil * -1;
112 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
113 W_PlayStrengthSound(ent);
116 // nudge w_shotend so a trace to w_shotend hits
117 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
120 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
126 mvelocity = mvelocity * g_weaponspeedfactor;
128 mdirection = normalize(mvelocity);
129 mspeed = vlen(mvelocity);
131 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);
138 float mspercallsstyle;
139 float mspercallcount;
141 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
143 if(missile.owner == world)
144 error("Unowned missile");
146 dir = dir + upDir * (pUpSpeed / pSpeed);
147 dir_z += pZSpeed / pSpeed;
149 dir = normalize(dir);
152 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
154 mspercallsum = mspercallcount = 0;
155 mspercallsstyle = autocvar_g_projectiles_spread_style;
157 mspercallsum -= gettime(GETTIME_HIRES);
159 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
161 mspercallsum += gettime(GETTIME_HIRES);
163 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
166 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
169 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) // WEAPONTODO
171 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
175 // ====================
176 // Ballistics Tracing
177 // ====================
179 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
181 vector hitloc, force, endpoint, dir;
183 float endq3surfaceflags;
190 entity pseudoprojectile;
193 pseudoprojectile = world;
195 railgun_start = start;
198 dir = normalize(end - start);
199 length = vlen(end - start);
200 force = dir * bforce;
202 // go a little bit into the wall because we need to hit this wall later
207 // trace multiple times until we hit a wall, each obstacle will be made
208 // non-solid so we can hit the next, while doing this we spawn effects and
209 // note down which entities were hit so we can damage them later
213 if(self.antilag_debug)
214 WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
216 WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
217 if(o && WarpZone_trace_firstzone)
223 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
224 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
226 // if it is world we can't hurt it so stop now
227 if (trace_ent == world || trace_fraction == 1)
230 // make the entity non-solid so we can hit the next one
231 trace_ent.railgunhit = TRUE;
232 trace_ent.railgunhitloc = end;
233 trace_ent.railgunhitsolidbackup = trace_ent.solid;
234 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
235 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
237 // stop if this is a wall
238 if (trace_ent.solid == SOLID_BSP)
241 // make the entity non-solid
242 trace_ent.solid = SOLID_NOT;
245 endpoint = trace_endpos;
247 endq3surfaceflags = trace_dphitq3surfaceflags;
249 // find all the entities the railgun hit and restore their solid state
250 ent = findfloat(world, railgunhit, TRUE);
253 // restore their solid type
254 ent.solid = ent.railgunhitsolidbackup;
255 ent = findfloat(ent, railgunhit, TRUE);
258 // spawn a temporary explosion entity for RadiusDamage calls
259 //explosion = spawn();
261 // Find all non-hit players the beam passed close by
262 if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
264 FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
266 // nearest point on the beam
267 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
269 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
273 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
275 if(!pseudoprojectile)
276 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
277 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
281 remove(pseudoprojectile);
284 // find all the entities the railgun hit and hurt them
285 ent = findfloat(world, railgunhit, TRUE);
288 // get the details we need to call the damage function
289 hitloc = ent.railgunhitloc;
291 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
292 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
294 if(accuracy_isgooddamage(self.realowner, ent))
295 totaldmg += bdamage * f;
299 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
301 // create a small explosion to throw gibs around (if applicable)
302 //setorigin (explosion, hitloc);
303 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
305 ent.railgunhitloc = '0 0 0';
306 ent.railgunhitsolidbackup = SOLID_NOT;
307 ent.railgunhit = FALSE;
308 ent.railgundistance = 0;
310 // advance to the next entity
311 ent = findfloat(ent, railgunhit, TRUE);
314 // calculate hits and fired shots for hitscan
315 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
317 trace_endpos = endpoint;
319 trace_dphitq3surfaceflags = endq3surfaceflags;
322 void W_BallisticBullet_Hit (void)
326 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
327 q = 1 + self.dmg_edge / self.dmg;
329 if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
330 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
332 if(other && other != self.enemy)
334 endzcurveparticles();
337 railgun_start = self.origin - 2 * frametime * self.velocity;
338 railgun_end = self.origin + 2 * frametime * self.velocity;
339 g = accuracy_isgooddamage(self.realowner, other);
340 Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
342 /*if(yoda && (time > (self.last_yoda + 5)))
344 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
345 self.last_yoda = time;
348 // calculate hits for ballistic weapons
351 // do not exceed 100%
352 q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
353 self.dmg_total += f * self.dmg;
354 accuracy_add(self.realowner, self.realowner.weapon, 0, q);
358 self.enemy = other; // don't hit the same player twice with the same bullet
361 void W_BallisticBullet_LeaveSolid_think()
363 setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
364 self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
366 self.think = self.W_BallisticBullet_LeaveSolid_think_save;
367 self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
368 self.W_BallisticBullet_LeaveSolid_think_save = func_null;
370 self.flags &~= FL_ONGROUND;
372 if(self.enemy.solid == SOLID_BSP)
375 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
376 Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
379 UpdateCSQCProjectile(self);
382 float W_BallisticBullet_LeaveSolid(float eff)
384 // move the entity along its velocity until it's out of solid, then let it resume
385 vector vel = self.velocity;
386 float dt, dst, velfactor, v0, vs;
389 float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
391 // outside the world? forget it
392 if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
395 // special case for zero density and zero bullet constant:
397 if(self.dmg_radius == 0)
399 if(other.ballistics_density < 0)
400 constant = 0; // infinite travel distance
402 return 0; // no penetration
406 if(other.ballistics_density < 0)
407 constant = 0; // infinite travel distance
408 else if(other.ballistics_density == 0)
409 constant = self.dmg_radius;
411 constant = self.dmg_radius * other.ballistics_density;
414 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
417 E0_m = 0.5 * v0 * v0;
421 maxdist = E0_m / constant;
422 // maxdist = 0.5 * v0 * v0 / constant
423 // dprint("max dist = ", ftos(maxdist), "\n");
425 if(maxdist <= autocvar_g_ballistics_mindistance)
430 maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
433 traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
434 if(trace_fraction == 1) // 1: we never got out of solid
437 self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
439 dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
440 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
441 Es_m = E0_m - constant * dst;
444 // roundoff errors got us
450 dt = dst / (0.5 * (v0 + vs));
451 // this is not correct, but the differential equations have no analytic
452 // solution - and these times are very small anyway
453 //print("dt = ", ftos(dt), "\n");
455 self.W_BallisticBullet_LeaveSolid_think_save = self.think;
456 self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
457 self.think = W_BallisticBullet_LeaveSolid_think;
458 self.nextthink = time + dt;
460 vel = vel * velfactor;
462 self.velocity = '0 0 0';
463 self.flags |= FL_ONGROUND; // prevent moving
464 self.W_BallisticBullet_LeaveSolid_velocity = vel;
467 if(vlen(trace_endpos - self.origin) > 4)
469 endzcurveparticles();
470 trailparticles(self, eff, self.origin, trace_endpos);
476 void W_BallisticBullet_Touch (void)
480 if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
484 W_BallisticBullet_Hit ();
486 if(self.dmg_radius < 0) // these NEVER penetrate solid
492 // if we hit "weapclip", bail out
494 // rationale of this check:
496 // any shader that is solid, nodraw AND trans is meant to clip weapon
497 // shots and players, but has no other effect!
499 // if it is not trans, it is caulk and should not have this side effect
502 // common/weapclip (intended)
503 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
504 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
505 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
506 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
513 if(!W_BallisticBullet_LeaveSolid(-1))
519 self.projectiledeathtype |= HITTYPE_BOUNCE;
522 void endFireBallisticBullet() // WEAPONTODO
524 endzcurveparticles();
527 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
529 if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
530 zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
531 WarpZone_trace_forent = world;
535 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
537 float lag, dt, savetime; //, density;
541 antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
545 proj.classname = "bullet";
546 proj.owner = proj.realowner = self;
547 PROJECTILE_MAKETRIGGER(proj);
548 if(gravityfactor > 0)
550 proj.movetype = MOVETYPE_TOSS;
551 proj.gravity = gravityfactor;
554 proj.movetype = MOVETYPE_FLY;
555 proj.think = SUB_Remove;
556 proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
557 W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
558 proj.angles = vectoangles(proj.velocity);
559 if(bulletconstant > 0)
560 proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
561 else if(bulletconstant == 0)
564 proj.dmg_radius = -1;
565 // so: bulletconstant = bullet mass / area of bullet circle
566 setorigin(proj, start);
567 proj.flags = FL_PROJECTILE;
569 proj.touch = W_BallisticBullet_Touch;
571 proj.dmg_force = force;
572 proj.projectiledeathtype = dtype;
574 proj.oldvelocity = proj.velocity;
576 other = proj; MUTATOR_CALLHOOK(EditProjectile);
582 if(tracereffects & EF_RED)
583 eff = particleeffectnum("tr_rifle");
584 else if(tracereffects & EF_BLUE)
585 eff = particleeffectnum("tr_rifle_weak");
587 eff = particleeffectnum("tr_bullet");
589 // NOTE: this may severely throw off weapon balance
590 lag = ANTILAG_LATENCY(self);
593 if not(IS_REAL_CLIENT(self))
595 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
596 lag = 0; // only do hitscan, but no antilag
601 antilag_takeback(pl, time - lag);
606 savetime = frametime;
611 // DP tracetoss is stupid and always traces in 0.05s
612 // ticks. This makes it trace in 0.05*0.125s ticks
618 self.velocity = self.velocity * 0.125;
619 self.gravity *= 0.125 * 0.125;
621 fireBallisticBullet_trace_callback_ent = self;
622 fireBallisticBullet_trace_callback_eff = eff;
623 WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
627 if(trace_fraction == 1)
629 // won't hit anything anytime soon (DP's
630 // tracetoss does 200 tics of, here,
631 // 0.05*0.125s, that is, 1.25 seconds
634 dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
635 setorigin(self, trace_endpos);
636 self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
638 if(!SUB_OwnerCheck())
640 if(SUB_NoImpactCheck())
644 W_BallisticBullet_Hit();
647 if(proj.dmg_radius < 0) // these NEVER penetrate solid
650 // if we hit "weapclip", bail out
652 // rationale of this check:
654 // any shader that is solid, nodraw AND trans is meant to clip weapon
655 // shots and players, but has no other effect!
657 // if it is not trans, it is caulk and should not have this side effect
660 // common/weapclip (intended)
661 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
662 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
663 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
664 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
668 if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
671 W_BallisticBullet_LeaveSolid_think();
673 self.projectiledeathtype |= HITTYPE_BOUNCE;
675 frametime = savetime;
688 if(tracereffects & EF_RED)
689 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
690 else if(tracereffects & EF_BLUE)
691 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
693 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
696 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
700 dir = normalize(dir + randomvec() * spread);
701 end = start + dir * MAX_SHOT_DISTANCE;
702 if(self.antilag_debug)
703 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
705 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
709 if (pointcontents (trace_endpos) != CONTENT_SKY)
711 if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
712 Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
714 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);