X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=4db498b4a0be5fafbca77a6e692e194f294ecd44;hb=0514f7948727cfa572b33bd29d1bdf2c13cd866d;hp=74420b3335b2f5513ff9ac045b626412ddb62d2d;hpb=7a450de6b250eccb737d4c428b634496b933e4ff;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 74420b333..4db498b4a 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -1,24 +1,22 @@ #include "tracing.qh" -#include - -#include "accuracy.qh" -#include "common.qh" -#include "hitplot.qh" -#include "weaponsystem.qh" - -#include "../g_damage.qh" -#include "../antilag.qh" - #include +#include +#include #include +#include #include - #include #include -#include - #include +#include +#include +#include +#include +#include +#include +#include +#include // this function calculates w_shotorg and w_shotdir based on the weapon model // offset, trueaim and antilag, and won't put w_shotorg inside a wall. @@ -51,14 +49,14 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent); ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - vector vf, vr, vu; - vf = v_forward; - vr = v_right; - vu = v_up; + vector forward, right, up; + forward = v_forward; + right = v_right; + up = v_up; w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support - v_forward = vf; - v_right = vr; - v_up = vu; + v_forward = forward; + v_right = right; + v_up = up; // un-adjust trueaim if shotend is too close if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange)) @@ -69,27 +67,27 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect accuracy_add(ent, wep, maxdamage, 0); if(IS_PLAYER(ent)) - W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up); + W_HitPlotAnalysis(ent, wep, forward, right, up); vector md = ent.(weaponentity).movedir; vector vecs = ((md.x > 0) ? md : '0 0 0'); // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix // which fixes issue #1957 but causes #2129 - vector dv = v_right * -vecs.y + v_up * vecs.z; + vector dv = right * -vecs.y + up * vecs.z; w_shotorg = ent.origin + ent.view_ofs + dv; // now move the shotorg forward as much as requested if possible if(antilag) { if(CS(ent).antilag_debug) - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug); + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug); else - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); } else - tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent); - w_shotorg = trace_endpos - v_forward * nudge; + tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent); + w_shotorg = trace_endpos - forward * nudge; // calculate the shotdir from the chosen shotorg if(W_DualWielding(ent)) w_shotdir = s_forward; @@ -195,7 +193,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p mspercallsum -= gettime(GETTIME_HIRES); #endif - dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); + dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style); #if 0 mspercallsum += gettime(GETTIME_HIRES); @@ -211,18 +209,27 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // Ballistics Tracing // ==================== -void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) +bool Headshot(entity targ, entity ent, vector start, vector end) { - entity pseudoprojectile = NULL; + if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage) + return false; + vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent)); + vector headmins = org + '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z); + vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z; + return trace_hits_box(start, end, headmins, headmaxs); +} + +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) +{ vector dir = normalize(end - start); - //float max_length = vlen(end - start); vector force = dir * bforce; // go a little bit into the wall because we need to hit this wall later end = end + dir; float totaldmg = 0; + bool headshot = false; // indicates that one of the targets hit was a headshot // trace multiple times until we hit a wall, each obstacle will be made // non-solid so we can hit the next, while doing this we spawn effects and @@ -247,6 +254,9 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector if (trace_ent == NULL || trace_fraction == 1) break; + if(headshot_notify && !headshot && Headshot(trace_ent, this, start, end)) + headshot = true; + // make the entity non-solid so we can hit the next one IL_PUSH(g_railgunhit, trace_ent); trace_ent.railgunhit = true; @@ -273,42 +283,31 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector it.solid = it.railgunhitsolidbackup; }); - // spawn a temporary explosion entity for RadiusDamage calls - //explosion = spawn(); + // Find all players the beam passed close by (even those hit) + float length = vlen(endpoint - start); + entity pseudoprojectile = NULL; + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { + // not when spectating the shooter + if (IS_SPEC(it) && it.enemy == this) continue; - // Find all non-hit players the beam passed close by - float length = vlen(trace_endpos - start); - if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO - { - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { - if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this)) - { - // nearest point on the beam - vector beampos = start + dir * bound(0, (it.origin - start) * dir, length); + // nearest point on the beam + vector beampos = start + dir * bound(0, (it.origin - start) * dir, length); - float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1); - if(f <= 0) - continue; + if(!pseudoprojectile) + pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume - if(!pseudoprojectile) - pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume - msg_entity = it; - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE); - } - }); - - if(pseudoprojectile) - delete(pseudoprojectile); - } + msg_entity = it; + // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation + soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0); + }); + if(pseudoprojectile) + delete(pseudoprojectile); // find all the entities the railgun hit and hurt them IL_EACH(g_railgunhit, it.railgunhit, { // removal from the list is handled below - // get the details we need to call the damage function - vector hitloc = it.railgunhitloc; - float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance); float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance); @@ -317,11 +316,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector // apply the damage if (it.takedamage) - Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs); - - // create a small explosion to throw gibs around (if applicable) - //setorigin(explosion, hitloc); - //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype); + Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs); it.railgunhitloc = '0 0 0'; it.railgunhitsolidbackup = SOLID_NOT; @@ -331,6 +326,9 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector IL_CLEAR(g_railgunhit); + if(headshot) + Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT); + // calculate hits and fired shots for hitscan if(this.(weaponentity)) accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg)); @@ -348,25 +346,19 @@ void fireBullet_trace_callback(vector start, vector hit, vector end) fireBullet_last_hit = NULL; } -void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect) +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) { - vector end; - dir = normalize(dir + randomvec() * spread); - end = start + dir * max_shot_distance; + vector end = start + dir * max_shot_distance; fireBullet_last_hit = NULL; fireBullet_trace_callback_eff = tracer_effect; - float solid_penetration_left = 1; + float solid_penetration_fraction = 1; + float damage_fraction = 1; float total_damage = 0; - float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0); - if(lag < 0.001) - lag = 0; - bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false); - if(autocvar_g_antilag == 0 || noantilag) - lag = 0; // only do hitscan, but no antilag + float lag = ((do_antilag) ? antilag_getlag(this) : 0); if(lag) antilag_takeback_all(this, lag); @@ -377,9 +369,9 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo WarpZone_trace_forent = this; + bool headshot = false; // indicates that one of the hit targets was a headshot for (;;) { - // TODO also show effect while tracing WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback); dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir); end = WarpZone_TransformOrigin(WarpZone_trace_transform, end); @@ -417,7 +409,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo is_weapclip = true; if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this); + Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this); 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). { @@ -425,14 +417,19 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo yoda = 0; MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity)); damage = M_ARGV(4, float); + if(headshot_multiplier && Headshot(hit, this, start, end)) + { + damage *= headshot_multiplier; + headshot = true; + } bool gooddamage = accuracy_isgooddamage(this, hit); - Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left); + Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction); // calculate hits for ballistic weapons if(gooddamage) { // do not exceed 100% - float added_damage = min(damage - total_damage, damage * solid_penetration_left); - total_damage += damage * solid_penetration_left; + float added_damage = min(damage - total_damage, damage * damage_fraction); + total_damage += damage * damage_fraction; accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage); } } @@ -454,9 +451,9 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo else if(hitstore.ballistics_density < 0) maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance else if(hitstore.ballistics_density == 0) - maxdist = max_solid_penetration * solid_penetration_left; + maxdist = max_solid_penetration * solid_penetration_fraction; else - maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density; + maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density; if(maxdist <= autocvar_g_ballistics_mindistance) break; @@ -468,10 +465,10 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo break; float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start)); - // fraction_used_of_what_is_left = dist_taken / maxdist - // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left - solid_penetration_left *= 1 - dist_taken / maxdist; - solid_penetration_left = max(solid_penetration_left, 0); + float fraction_used_of_what_is_left = dist_taken / maxdist; + solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left; + solid_penetration_fraction = max(solid_penetration_fraction, 0); + damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent); // Only show effect when going through a player (invisible otherwise) if (hit && (hit.solid != SOLID_BSP)) @@ -481,9 +478,12 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo start = trace_endpos; if(hit.solid == SOLID_BSP) - Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this); + Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this); } + if(headshot) + Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT); + if(lag) antilag_restore_all(this); @@ -491,3 +491,49 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo if(this) this.dphitcontentsmask = oldsolid; } + +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) +{ + fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true); +} + +void crosshair_trace(entity pl) +{ + traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl)); +} + +void crosshair_trace_plusvisibletriggers(entity pl) +{ + crosshair_trace_plusvisibletriggers__is_wz(pl, false); +} + +void WarpZone_crosshair_trace_plusvisibletriggers(entity pl) +{ + crosshair_trace_plusvisibletriggers__is_wz(pl, true); +} + +void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz) +{ + FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER, + { + if(it.model != "") + { + it.solid = SOLID_BSP; + IL_PUSH(g_ctrace_changed, it); + } + }); + + if (is_wz) + WarpZone_crosshair_trace(pl); + else + crosshair_trace(pl); + + IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; }); + + IL_CLEAR(g_ctrace_changed); +} + +void WarpZone_crosshair_trace(entity pl) +{ + WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl)); +}