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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
1 #include "tracing.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/net_linked.qh>
7 #include <common/state.qh>
8 #include <common/util.qh>
9 #include <common/weapons/_all.qh>
10 #include <common/wepent.qh>
11 #include <lib/warpzone/common.qh>
12 #include <server/antilag.qh>
13 #include <server/damage.qh>
14 #include <server/main.qh>
15 #include <server/mutators/_mod.qh>
16 #include <server/weapons/accuracy.qh>
17 #include <server/weapons/common.qh>
18 #include <server/weapons/hitplot.qh>
19 #include <server/weapons/weaponsystem.qh>
20
21 // this function calculates w_shotorg and w_shotdir based on the weapon model
22 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
23 // make sure you call makevectors first (FIXME?)
24 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)
25 {
26         TC(Sound, snd);
27         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?
28         float oldsolid = ent.dphitcontentsmask;
29         Weapon wep = DEATH_WEAPONOF(deathtype);
30         if(!IS_CLIENT(ent))
31                 antilag = false; // no antilag for non-clients!
32         if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
33         {
34                 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
35                 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
36                 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
37                 // TODO for fireBullet, find how far the shot will penetrate and aim at that
38                 //      for fireRailgunbullet, find the farthest target and aim at that
39                 //      this will avoid issues when another player is passing in front of you when you shoot
40                 //      (currently such a shot will hit them but then miss the original target)
41                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
42         }
43         else
44                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
45         if(antilag)
46                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
47                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
48         else
49                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
50         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
51
52         vector forward, right, up;
53         forward = v_forward;
54         right = v_right;
55         up = v_up;
56         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
57         v_forward = forward;
58         v_right = right;
59         v_up = up;
60
61         // un-adjust trueaim if shotend is too close
62         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
63                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
64
65         // track max damage
66         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
67                 accuracy_add(ent, wep, maxdamage, 0);
68
69         if(IS_PLAYER(ent))
70                 W_HitPlotAnalysis(ent, wep, forward, right, up);
71
72         // read shot origin offset, like g_shootfromcenter
73         // set in CL_WeaponEntity_SetModel (not a CSQC exclusive function...)
74         vector md = ent.(weaponentity).movedir;
75         //print(sprintf("offset of %s: %v\n", ent.(weaponentity).m_weapon.netname, md));
76         vector dv = right * -md.y + up * md.z;
77
78         w_shotorg = ent.origin + ent.view_ofs;
79
80         // move the shotorg sideways and vertically as much as requested if possible
81         if(antilag)
82         {
83                 if(CS(ent).antilag_debug)
84                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, CS(ent).antilag_debug);
85                 else
86                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
87         }
88         else
89                 tracebox(w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent);
90         w_shotorg = trace_endpos;
91
92         // now move the shotorg forward as much as requested if possible
93         if(antilag)
94         {
95                 if(CS(ent).antilag_debug)
96                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
97                 else
98                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
99         }
100         else
101                 tracebox(w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent);
102         w_shotorg = trace_endpos - forward * nudge;
103
104         //print(sprintf("w_shotorg %v\n\n", w_shotorg - (ent.origin + ent.view_ofs)));
105
106         // calculate the shotdir from the chosen shotorg
107         if(W_DualWielding(ent))
108                 w_shotdir = s_forward;
109         else
110                 w_shotdir = normalize(w_shotend - w_shotorg);
111
112         //vector prevdir = w_shotdir;
113         //vector prevorg = w_shotorg;
114         //vector prevend = w_shotend;
115
116         if (antilag)
117         if (!CS_CVAR(ent).cvar_cl_noantilag)
118         {
119                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
120                 {
121                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
122                         if (!trace_ent.takedamage)
123                         {
124                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
125                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
126                                 {
127                                         entity e;
128                                         e = trace_ent;
129                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
130                                         if(trace_ent == e)
131                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
132                                 }
133                         }
134                 }
135                 else if(autocvar_g_antilag == 3) // client side hitscan
136                 {
137                         // this part MUST use prydon cursor
138                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
139                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
140                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
141                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
142                         {
143                                 // verify that the shot would miss without antilag
144                                 // (avoids an issue where guns would always shoot at their origin)
145                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
146                                 if (!trace_ent.takedamage)
147                                 {
148                                         // verify that the shot would hit if altered
149                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
150                                         if (trace_ent == CS(ent).cursor_trace_ent)
151                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
152                                         else
153                                                 LOG_INFO("antilag fail");
154                                 }
155                         }
156                 }
157         }
158
159         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
160
161         if (!autocvar_g_norecoil)
162                 ent.punchangle_x = recoil * -1;
163
164         if (snd != SND_Null) {
165                 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
166                 W_PlayStrengthSound(ent);
167         }
168
169         // nudge w_shotend so a trace to w_shotend hits
170         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
171         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
172         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
173         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
174 }
175
176 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
177 {
178         vector mdirection;
179         float mspeed;
180         vector outvelocity;
181
182         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
183
184         mdirection = normalize(mvelocity);
185         mspeed = vlen(mvelocity);
186
187         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);
188
189         return outvelocity;
190 }
191
192 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
193 {
194         if(proj.owner == NULL)
195                 error("Unowned missile");
196
197         dir = dir + upDir * (pUpSpeed / pSpeed);
198         dir.z += pZSpeed / pSpeed;
199         pSpeed *= vlen(dir);
200         dir = normalize(dir);
201
202         #if 0
203         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
204         {
205                 mspercallsum = mspercallcount = 0;
206                 mspercallsstyle = autocvar_g_projectiles_spread_style;
207         }
208         mspercallsum -= gettime(GETTIME_HIRES);
209         #endif
210
211         dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
212
213         #if 0
214         mspercallsum += gettime(GETTIME_HIRES);
215         mspercallcount += 1;
216         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
217         #endif
218
219         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
220 }
221
222
223 // ====================
224 //  Ballistics Tracing
225 // ====================
226
227 bool Headshot(entity targ, entity ent, vector start, vector end)
228 {
229         if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
230                 return false;
231         vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
232         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);
233         vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
234
235         return trace_hits_box(start, end, headmins, headmaxs);
236 }
237
238 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)
239 {
240         vector dir = normalize(end - start);
241         vector force = dir * bforce;
242
243         // go a little bit into the wall because we need to hit this wall later
244         end = end + dir;
245
246         float totaldmg = 0;
247         bool headshot = false; // indicates that one of the targets hit was a headshot
248
249         // trace multiple times until we hit a wall, each obstacle will be made
250         // non-solid so we can hit the next, while doing this we spawn effects and
251         // note down which entities were hit so we can damage them later
252         entity o = this;
253         while (1)
254         {
255                 if(CS(this).antilag_debug)
256                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
257                 else
258                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
259                 if(o && WarpZone_trace_firstzone)
260                 {
261                         o = NULL;
262                         continue;
263                 }
264
265                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
266                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
267
268                 // if it is NULL we can't hurt it so stop now
269                 if (trace_ent == NULL || trace_fraction == 1)
270                         break;
271
272                 if(headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
273                         headshot = true;
274
275                 // make the entity non-solid so we can hit the next one
276                 IL_PUSH(g_railgunhit, trace_ent);
277                 trace_ent.railgunhit = true;
278                 trace_ent.railgunhitloc = end;
279                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
280                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
281                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
282
283                 // stop if this is a wall
284                 if (trace_ent.solid == SOLID_BSP)
285                         break;
286
287                 // make the entity non-solid
288                 trace_ent.solid = SOLID_NOT;
289         }
290
291         vector endpoint = trace_endpos;
292         entity endent = trace_ent;
293         float endq3surfaceflags = trace_dphitq3surfaceflags;
294
295         // find all the entities the railgun hit and restore their solid state
296         IL_EACH(g_railgunhit, it.railgunhit,
297         {
298                 it.solid = it.railgunhitsolidbackup;
299         });
300
301         // Find all players the beam passed close by (even those hit)
302         float length = vlen(endpoint - start);
303         entity pseudoprojectile = NULL;
304         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
305                 // not when spectating the shooter
306                 if (IS_SPEC(it) && it.enemy == this) continue;
307
308                 // nearest point on the beam
309                 vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
310
311                 if(!pseudoprojectile)
312                         pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume
313
314                 msg_entity = it;
315                 // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
316                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
317         });
318         if(pseudoprojectile)
319                 delete(pseudoprojectile);
320
321         // find all the entities the railgun hit and hurt them
322         IL_EACH(g_railgunhit, it.railgunhit,
323         {
324                 // removal from the list is handled below
325
326                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
327                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
328
329                 if(accuracy_isgooddamage(this, it))
330                         totaldmg += bdamage * foff;
331
332                 // apply the damage
333                 if (it.takedamage)
334                         Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
335
336                 it.railgunhitloc = '0 0 0';
337                 it.railgunhitsolidbackup = SOLID_NOT;
338                 it.railgunhit = false;
339                 it.railgundistance = 0;
340         });
341
342         IL_CLEAR(g_railgunhit);
343
344         if(headshot)
345                 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
346
347         // calculate hits and fired shots for hitscan
348         if(this.(weaponentity))
349                 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
350
351         trace_endpos = endpoint;
352         trace_ent = endent;
353         trace_dphitq3surfaceflags = endq3surfaceflags;
354 }
355
356 void fireBullet_trace_callback(vector start, vector hit, vector end)
357 {
358         if(vdist(hit - start, >, 16))
359                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
360         WarpZone_trace_forent = NULL;
361         fireBullet_last_hit = NULL;
362 }
363
364 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)
365 {
366         dir = normalize(dir + randomvec() * spread);
367         vector end = start + dir * max_shot_distance;
368
369         fireBullet_last_hit = NULL;
370         fireBullet_trace_callback_eff = tracer_effect;
371
372         float solid_penetration_fraction = 1;
373         float damage_fraction = 1;
374         float total_damage = 0;
375
376         float lag = ((do_antilag) ? antilag_getlag(this) : 0);
377         if(lag)
378                 antilag_takeback_all(this, lag);
379
380         // change shooter to SOLID_BBOX so the shot can hit corpses
381         int oldsolid = this.dphitcontentsmask;
382         if(this)
383                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
384
385         WarpZone_trace_forent = this;
386
387         bool headshot = false; // indicates that one of the hit targets was a headshot
388         for (;;)
389         {
390                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
391                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
392                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
393                 start = trace_endpos;
394                 entity hit = trace_ent;
395
396                 // traced up to max_shot_distance and didn't hit anything at all
397                 if (trace_fraction == 1.0)
398                         break;
399
400                 // When hitting sky, stop.
401                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
402                         break;
403
404                 // can't use noimpact, as we need to pass through walls
405                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
406                         //break;
407
408                 // if we hit "weapclip", bail out
409                 //
410                 // rationale of this check:
411                 //
412                 // any shader that is solid, nodraw AND trans is meant to clip weapon
413                 // shots and players, but has no other effect!
414                 //
415                 // if it is not trans, it is caulk and should not have this side effect
416                 //
417                 // matching shaders:
418                 //   common/weapclip (intended)
419                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
420                 bool is_weapclip = false;
421                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
422                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
423                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
424                         is_weapclip = true;
425
426                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
427                         Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
428
429                 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).
430                 {
431                         fireBullet_last_hit = hit;
432                         yoda = 0;
433                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
434                         damage = M_ARGV(4, float);
435                         if(headshot_multiplier && Headshot(hit, this, start, end))
436                         {
437                                 damage *= headshot_multiplier;
438                                 headshot = true;
439                         }
440                         bool gooddamage = accuracy_isgooddamage(this, hit);
441                         Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
442                         // calculate hits for ballistic weapons
443                         if(gooddamage)
444                         {
445                                 // do not exceed 100%
446                                 float added_damage = min(damage - total_damage, damage * damage_fraction);
447                                 total_damage += damage * damage_fraction;
448                                 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
449                         }
450                 }
451
452                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
453                         break;
454
455                 // go through solid!
456                 // outside the world? forget it
457                 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                         break;
459
460                 float maxdist;
461                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
462                 if(max_solid_penetration < 0)
463                         break;
464                 else if(hitstore.ballistics_density < -1)
465                         break; // -2: no solid penetration, ever
466                 else if(hitstore.ballistics_density < 0)
467                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
468                 else if(hitstore.ballistics_density == 0)
469                         maxdist = max_solid_penetration * solid_penetration_fraction;
470                 else
471                         maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
472
473                 if(maxdist <= autocvar_g_ballistics_mindistance)
474                         break;
475
476                 // move the entity along its velocity until it's out of solid, then let it resume
477                 // The previously hit entity is ignored here!
478                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
479                 if(trace_fraction == 1) // 1: we never got out of solid
480                         break;
481
482                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
483                 float fraction_used_of_what_is_left = dist_taken / maxdist;
484                 solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
485                 solid_penetration_fraction = max(solid_penetration_fraction, 0);
486                 damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
487
488                 // Only show effect when going through a player (invisible otherwise)
489                 if (hit && (hit.solid != SOLID_BSP))
490                         if(vdist(trace_endpos - start, >, 4))
491                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
492
493                 start = trace_endpos;
494
495                 if(hit.solid == SOLID_BSP)
496                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
497         }
498
499         if(headshot)
500                 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
501
502         if(lag)
503                 antilag_restore_all(this);
504
505         // restore shooter solid type
506         if(this)
507                 this.dphitcontentsmask = oldsolid;
508 }
509
510 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)
511 {
512         fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
513 }
514
515 void crosshair_trace(entity pl)
516 {
517         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));
518 }
519
520 void crosshair_trace_plusvisibletriggers(entity pl)
521 {
522         crosshair_trace_plusvisibletriggers__is_wz(pl, false);
523 }
524
525 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
526 {
527         crosshair_trace_plusvisibletriggers__is_wz(pl, true);
528 }
529
530 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
531 {
532         FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
533         {
534                 if(it.model != "")
535                 {
536                         it.solid = SOLID_BSP;
537                         IL_PUSH(g_ctrace_changed, it);
538                 }
539         });
540
541         if (is_wz)
542                 WarpZone_crosshair_trace(pl);
543         else
544                 crosshair_trace(pl);
545
546         IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
547
548         IL_CLEAR(g_ctrace_changed);
549 }
550
551 void WarpZone_crosshair_trace(entity pl)
552 {
553         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));
554 }