#pragma once
-#include <server/defs.qh>
-#include <server/miscfunctions.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
+
+float autocvar_g_ballistics_density_corpse;
+float autocvar_g_ballistics_density_player;
+float autocvar_g_ballistics_mindistance;
+bool autocvar_g_ballistics_penetrate_clips = true;
+float autocvar_g_ballistics_solidpenetration_exponent = 1;
+int autocvar_g_projectiles_newton_style;
+float autocvar_g_projectiles_newton_style_2_maxfactor;
+float autocvar_g_projectiles_newton_style_2_minfactor;
+int autocvar_g_projectiles_spread_style;
+bool autocvar_g_norecoil;
+float autocvar_g_trueaim_minrange;
vector w_shotorg;
vector w_shotdir;
// make sure you call makevectors first (FIXME?)
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);
-#define W_SetupShot_Dir_ProjectileSize(ent,wepent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance, deathtype)
-#define W_SetupShot_ProjectileSize(ent,wepent,mi,ma,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype)
-#define W_SetupShot_Dir(ent,wepent,s_forward,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype)
-#define W_SetupShot(ent,wepent,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype)
-#define W_SetupShot_Range(ent,wepent,antilag,recoil,snd,chan,maxdamage,range,deathtype) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range, deathtype)
+#define W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \
+ W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance, deathtype)
+#define W_SetupShot_ProjectileSize(ent, wepent, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \
+ W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype)
+#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype) \
+ W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype)
+#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype) \
+ W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype)
+#define W_SetupShot_Range(ent, wepent, antilag, recoil, snd, chan, maxdamage, range, deathtype) \
+ W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range, deathtype)
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute);
void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute);
-#define W_SetupProjVelocity_Basic(ent,pspeed,pspread) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, pspeed, 0, 0, pspread, false)
+#define W_SetupProjVelocity_Basic(ent,pspeed,pspread) \
+ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, pspeed, 0, 0, pspread, false)
-#define W_SetupProjVelocity_UP_PRE(ent,wepname,prefix) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), WEP_CVAR(wepname, prefix##speed_up), WEP_CVAR(wepname, prefix##speed_z), WEP_CVAR(wepname, prefix##spread), false)
-#define W_SetupProjVelocity_UP_PRI(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), WEP_CVAR_PRI(wepname, speed_up), WEP_CVAR_PRI(wepname, speed_z), WEP_CVAR_PRI(wepname, spread), false)
-#define W_SetupProjVelocity_UP_SEC(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), WEP_CVAR_SEC(wepname, speed_up), WEP_CVAR_SEC(wepname, speed_z), WEP_CVAR_SEC(wepname, spread), false)
+#define W_SetupProjVelocity_UP_PRE(ent, wepname, prefix) \
+ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), WEP_CVAR(wepname, prefix##speed_up), WEP_CVAR(wepname, prefix##speed_z), WEP_CVAR(wepname, prefix##spread), false)
+#define W_SetupProjVelocity_UP_PRI(ent, wepname) \
+ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), WEP_CVAR_PRI(wepname, speed_up), WEP_CVAR_PRI(wepname, speed_z), WEP_CVAR_PRI(wepname, spread), false)
+#define W_SetupProjVelocity_UP_SEC(ent, wepname) \
+ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), WEP_CVAR_SEC(wepname, speed_up), WEP_CVAR_SEC(wepname, speed_z), WEP_CVAR_SEC(wepname, spread), false)
-#define W_SetupProjVelocity_UP_BOTH(ent,wepname,isprimary) \
+#define W_SetupProjVelocity_UP_BOTH(ent, wepname, isprimary) \
if(isprimary) { W_SetupProjVelocity_UP_PRI(ent, wepname); } \
else { W_SetupProjVelocity_UP_SEC(ent, wepname); }
-#define W_SetupProjVelocity_PRE(ent,wepname,prefix) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), 0, 0, WEP_CVAR(wepname, prefix##spread), false)
-#define W_SetupProjVelocity_PRI(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), 0, 0, WEP_CVAR_PRI(wepname, spread), false)
-#define W_SetupProjVelocity_SEC(ent,wepname) W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), 0, 0, WEP_CVAR_SEC(wepname, spread), false)
+#define W_SetupProjVelocity_PRE(ent, wepname, prefix) \
+ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), 0, 0, WEP_CVAR(wepname, prefix##spread), false)
+#define W_SetupProjVelocity_PRI(ent, wepname) \
+ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), 0, 0, WEP_CVAR_PRI(wepname, spread), false)
+#define W_SetupProjVelocity_SEC(ent, wepname) \
+ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), 0, 0, WEP_CVAR_SEC(wepname, spread), false)
-#define W_SetupProjVelocity_BOTH(ent,wepname,isprimary) \
+#define W_SetupProjVelocity_BOTH(ent, wepname, isprimary) \
if(isprimary) { W_SetupProjVelocity_PRI(ent, wepname); } \
else { W_SetupProjVelocity_SEC(ent, wepname); }
// Ballistics Tracing
// ====================
+.float ballistics_density;
+
+// for railgun damage (hitting multiple enemies)
+.bool railgunhit;
+.float railgunhitsolidbackup;
+.vector railgunhitloc;
+
+IntrusiveList g_railgunhit;
+STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
+
.float railgundistance;
.vector railgunforce;
-void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype);
+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);
entity fireBullet_trace_callback_eff;
entity fireBullet_last_hit;
void fireBullet_trace_callback(vector start, vector hit, vector end);
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects);
+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);
+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);
+
+void crosshair_trace(entity pl);
+
+void crosshair_trace_plusvisibletriggers(entity pl);
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl);
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz);
+
+void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+
+void WarpZone_crosshair_trace(entity pl);
+
+void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+
+IntrusiveList g_ctrace_changed;
+STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }