2 void W_GiveWeapon (entity e, float wep, string name)
15 if (other.classname == "player")
17 sprint (other, "You got the ^2");
25 .float railgundistance;
27 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
29 vector hitloc, force, endpoint, dir;
31 float endq3surfaceflags;
38 entity pseudoprojectile;
41 pseudoprojectile = world;
43 railgun_start = start;
46 dir = normalize(end - start);
47 length = vlen(end - start);
50 // go a little bit into the wall because we need to hit this wall later
55 // trace multiple times until we hit a wall, each obstacle will be made
56 // non-solid so we can hit the next, while doing this we spawn effects and
57 // note down which entities were hit so we can damage them later
61 if(self.antilag_debug)
62 WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
64 WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
65 if(o && WarpZone_trace_firstzone)
71 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
72 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
74 // if it is world we can't hurt it so stop now
75 if (trace_ent == world || trace_fraction == 1)
78 // make the entity non-solid so we can hit the next one
79 trace_ent.railgunhit = TRUE;
80 trace_ent.railgunhitloc = end;
81 trace_ent.railgunhitsolidbackup = trace_ent.solid;
82 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
83 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
85 // stop if this is a wall
86 if (trace_ent.solid == SOLID_BSP)
89 // make the entity non-solid
90 trace_ent.solid = SOLID_NOT;
93 endpoint = trace_endpos;
95 endq3surfaceflags = trace_dphitq3surfaceflags;
97 // find all the entities the railgun hit and restore their solid state
98 ent = findfloat(world, railgunhit, TRUE);
101 // restore their solid type
102 ent.solid = ent.railgunhitsolidbackup;
103 ent = findfloat(ent, railgunhit, TRUE);
106 // spawn a temporary explosion entity for RadiusDamage calls
107 //explosion = spawn();
109 // Find all non-hit players the beam passed close by
110 if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
112 FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(msg_entity.classname == "spectator" && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
114 // nearest point on the beam
115 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
117 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
121 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
123 if(!pseudoprojectile)
124 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
125 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
129 remove(pseudoprojectile);
132 // find all the entities the railgun hit and hurt them
133 ent = findfloat(world, railgunhit, TRUE);
136 // get the details we need to call the damage function
137 hitloc = ent.railgunhitloc;
139 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
140 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
142 if(accuracy_isgooddamage(self.realowner, ent))
143 totaldmg += bdamage * f;
147 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
149 // create a small explosion to throw gibs around (if applicable)
150 //setorigin (explosion, hitloc);
151 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
153 ent.railgunhitloc = '0 0 0';
154 ent.railgunhitsolidbackup = SOLID_NOT;
155 ent.railgunhit = FALSE;
156 ent.railgundistance = 0;
158 // advance to the next entity
159 ent = findfloat(ent, railgunhit, TRUE);
162 // calculate hits and fired shots for hitscan
163 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
165 trace_endpos = endpoint;
167 trace_dphitq3surfaceflags = endq3surfaceflags;
174 void W_BallisticBullet_Hit (void)
178 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
179 q = 1 + self.dmg_edge / self.dmg;
181 if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
182 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
184 if(other && other != self.enemy)
186 endzcurveparticles();
190 damage_headshotbonus = self.dmg_edge * f;
191 railgun_start = self.origin - 2 * frametime * self.velocity;
192 railgun_end = self.origin + 2 * frametime * self.velocity;
193 g = accuracy_isgooddamage(self.realowner, other);
194 Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
195 damage_headshotbonus = 0;
199 if(self.dmg_edge > 0)
202 AnnounceTo(self.realowner, "headshot");
204 AnnounceTo(self.realowner, "awesome");
207 // calculate hits for ballistic weapons
210 // do not exceed 100%
211 q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
212 self.dmg_total += f * self.dmg;
213 accuracy_add(self.realowner, self.realowner.weapon, 0, q);
217 self.enemy = other; // don't hit the same player twice with the same bullet
220 .void(void) W_BallisticBullet_LeaveSolid_think_save;
221 .float W_BallisticBullet_LeaveSolid_nextthink_save;
222 .vector W_BallisticBullet_LeaveSolid_origin;
223 .vector W_BallisticBullet_LeaveSolid_velocity;
225 void W_BallisticBullet_LeaveSolid_think()
227 setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
228 self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
230 self.think = self.W_BallisticBullet_LeaveSolid_think_save;
231 self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
232 self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
234 self.flags &~= FL_ONGROUND;
236 if(self.enemy.solid == SOLID_BSP)
239 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
240 Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
243 UpdateCSQCProjectile(self);
246 float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
248 // move the entity along its velocity until it's out of solid, then let it resume
250 float dt, dst, velfactor, v0, vs;
254 // outside the world? forget it
255 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)
258 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
261 E0_m = 0.5 * v0 * v0;
262 maxdist = E0_m / constant;
263 // maxdist = 0.5 * v0 * v0 / constant
264 // dprint("max dist = ", ftos(maxdist), "\n");
266 if(maxdist <= autocvar_g_ballistics_mindistance)
269 traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
271 if(trace_fraction == 1) // 1: we never got out of solid
274 self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
276 dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
277 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
278 Es_m = E0_m - constant * dst;
281 // roundoff errors got us
287 dt = dst / (0.5 * (v0 + vs));
288 // this is not correct, but the differential equations have no analytic
289 // solution - and these times are very small anyway
290 //print("dt = ", ftos(dt), "\n");
292 self.W_BallisticBullet_LeaveSolid_think_save = self.think;
293 self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
294 self.think = W_BallisticBullet_LeaveSolid_think;
295 self.nextthink = time + dt;
297 vel = vel * velfactor;
299 self.velocity = '0 0 0';
300 self.flags |= FL_ONGROUND; // prevent moving
301 self.W_BallisticBullet_LeaveSolid_velocity = vel;
306 void W_BallisticBullet_Touch (void)
310 if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
314 W_BallisticBullet_Hit ();
316 // if we hit "weapclip", bail out
318 // rationale of this check:
320 // any shader that is solid, nodraw AND trans is meant to clip weapon
321 // shots and players, but has no other effect!
323 // if it is not trans, it is caulk and should not have this side effect
326 // common/weapclip (intended)
327 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
328 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
329 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
330 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
336 density = other.ballistics_density;
341 if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
347 self.projectiledeathtype |= HITTYPE_BOUNCE;
350 void endFireBallisticBullet()
352 endzcurveparticles();
355 entity fireBallisticBullet_trace_callback_ent;
356 float fireBallisticBullet_trace_callback_eff;
357 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
359 if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
360 zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
361 WarpZone_trace_forent = world;
365 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
367 float lag, dt, savetime, density;
371 antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
375 proj.classname = "bullet";
376 proj.owner = proj.realowner = self;
377 PROJECTILE_MAKETRIGGER(proj);
378 if(gravityfactor > 0)
380 proj.movetype = MOVETYPE_TOSS;
381 proj.gravity = gravityfactor;
384 proj.movetype = MOVETYPE_FLY;
385 proj.think = SUB_Remove;
386 proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
387 W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
388 proj.angles = vectoangles(proj.velocity);
389 proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
390 // so: bulletconstant = bullet mass / area of bullet circle
391 setorigin(proj, start);
392 proj.flags = FL_PROJECTILE;
394 proj.touch = W_BallisticBullet_Touch;
396 proj.dmg_edge = headshotbonus;
397 proj.dmg_force = force;
398 proj.projectiledeathtype = dtype;
400 proj.oldvelocity = proj.velocity;
402 other = proj; MUTATOR_CALLHOOK(EditProjectile);
408 if(tracereffects & EF_RED)
409 eff = particleeffectnum("tr_rifle");
410 else if(tracereffects & EF_BLUE)
411 eff = particleeffectnum("tr_rifle_weak");
413 eff = particleeffectnum("tr_bullet");
415 // NOTE: this may severely throw off weapon balance
416 lag = ANTILAG_LATENCY(self);
419 if(clienttype(self) != CLIENTTYPE_REAL)
421 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
422 lag = 0; // only do hitscan, but no antilag
427 antilag_takeback(pl, time - lag);
432 savetime = frametime;
437 // DP tracetoss is stupid and always traces in 0.05s
438 // ticks. This makes it trace in 0.05*0.125s ticks
444 self.velocity = self.velocity * 0.125;
445 self.gravity *= 0.125 * 0.125;
447 fireBallisticBullet_trace_callback_ent = self;
448 fireBallisticBullet_trace_callback_eff = eff;
449 WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
453 if(trace_fraction == 1)
455 // won't hit anything anytime soon (DP's
456 // tracetoss does 200 tics of, here,
457 // 0.05*0.125s, that is, 1.25 seconds
460 dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
461 setorigin(self, trace_endpos);
462 self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
464 if(!SUB_OwnerCheck())
466 if(SUB_NoImpactCheck())
470 W_BallisticBullet_Hit();
473 // if we hit "weapclip", bail out
475 // rationale of this check:
477 // any shader that is solid, nodraw AND trans is meant to clip weapon
478 // shots and players, but has no other effect!
480 // if it is not trans, it is caulk and should not have this side effect
483 // common/weapclip (intended)
484 // common/noimpact (is supposed to eat projectiles, but is erased farther above)
485 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
486 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
487 if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
490 density = other.ballistics_density;
495 if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
498 W_BallisticBullet_LeaveSolid_think();
500 frametime = savetime;
513 if(tracereffects & EF_RED)
514 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
515 else if(tracereffects & EF_BLUE)
516 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
518 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
521 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
525 dir = normalize(dir + randomvec() * spread);
526 end = start + dir * MAX_SHOT_DISTANCE;
527 if(self.antilag_debug)
528 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
530 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
534 if (pointcontents (trace_endpos) != CONTENT_SKY)
536 if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
537 Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
539 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
544 float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
546 float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
547 float is_from_owner = (inflictor == projowner);
548 float is_from_exception = (exception != -1);
550 //dprint(strcat("W_CheckProjectileDamage: from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n")));
552 if(autocvar_g_projectiles_damage <= -2)
554 return FALSE; // no damage to projectiles at all, not even with the exceptions
556 else if(autocvar_g_projectiles_damage == -1)
558 if(is_from_exception)
559 return (exception); // if exception is detected, allow it to override
561 return FALSE; // otherwise, no other damage is allowed
563 else if(autocvar_g_projectiles_damage == 0)
565 if(is_from_exception)
566 return (exception); // if exception is detected, allow it to override
567 else if not(is_from_contents)
568 return FALSE; // otherwise, only allow damage from contents
570 else if(autocvar_g_projectiles_damage == 1)
572 if(is_from_exception)
573 return (exception); // if exception is detected, allow it to override
574 else if not(is_from_contents || is_from_owner)
575 return FALSE; // otherwise, only allow self damage and damage from contents
577 else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
579 if(is_from_exception)
580 return (exception); // if exception is detected, allow it to override
583 return TRUE; // if none of these return, then allow damage anyway.
586 void W_PrepareExplosionByDamage(entity attacker, void() explode)
588 self.takedamage = DAMAGE_NO;
589 self.event_damage = SUB_Null;
593 self.owner = attacker;
594 self.realowner = attacker;
597 // do not explode NOW but in the NEXT FRAME!
598 // because recursive calls to RadiusDamage are not allowed
599 self.nextthink = time;
600 self.think = explode;