3 #include <common/effects/all.qh>
8 #include "weaponsystem.qh"
10 #include "../g_damage.qh"
11 #include "../antilag.qh"
13 #include <common/constants.qh>
14 #include <common/net_linked.qh>
15 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/wepent.qh>
19 #include <common/state.qh>
21 #include <lib/warpzone/common.qh>
23 // this function calculates w_shotorg and w_shotdir based on the weapon model
24 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
25 // make sure you call makevectors first (FIXME?)
26 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)
29 float oldsolid = ent.dphitcontentsmask;
30 Weapon wep = DEATH_WEAPONOF(deathtype);
32 antilag = false; // no antilag for non-clients!
33 if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
35 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
36 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
37 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
38 // TODO for fireBullet, find how far the shot will penetrate and aim at that
39 // for fireRailgunbullet, find the farthest target and aim at that
40 // this will avoid issues when another player is passing in front of you when you shoot
41 // (currently such a shot will hit him but then miss the original target)
42 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
45 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
47 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
48 // passing NULL, because we do NOT want it to touch dphitcontentsmask
50 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
51 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
53 NEW_VECS(forward, right, up);
57 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
62 // un-adjust trueaim if shotend is too close
63 if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
64 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
67 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
68 accuracy_add(ent, wep, maxdamage, 0);
71 W_HitPlotAnalysis(ent, wep, forward, right, up);
73 vector md = ent.(weaponentity).movedir;
74 vector vecs = ((md.x > 0) ? md : '0 0 0');
76 vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
77 w_shotorg = ent.origin + ent.view_ofs;
79 // now move the shotorg forward as much as requested if possible
82 if(CS(ent).antilag_debug)
83 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, CS(ent).antilag_debug);
85 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
88 tracebox(w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent);
89 w_shotorg = trace_endpos;
90 // calculate the shotdir from the chosen shotorg
91 if(W_DualWielding(ent))
92 w_shotdir = s_forward;
94 w_shotdir = normalize(w_shotend - w_shotorg);
96 //vector prevdir = w_shotdir;
97 //vector prevorg = w_shotorg;
98 //vector prevend = w_shotend;
101 if (!CS(ent).cvar_cl_noantilag)
103 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
105 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
106 if (!trace_ent.takedamage)
108 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
109 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
113 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
115 w_shotdir = normalize(trace_ent.origin - w_shotorg);
119 else if(autocvar_g_antilag == 3) // client side hitscan
121 // this part MUST use prydon cursor
122 if (CS(ent).cursor_trace_ent) // client was aiming at someone
123 if (CS(ent).cursor_trace_ent != ent) // just to make sure
124 if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
125 if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
127 // verify that the shot would miss without antilag
128 // (avoids an issue where guns would always shoot at their origin)
129 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
130 if (!trace_ent.takedamage)
132 // verify that the shot would hit if altered
133 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
134 if (trace_ent == CS(ent).cursor_trace_ent)
135 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
137 LOG_INFO("antilag fail");
143 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
145 if (!autocvar_g_norecoil)
146 ent.punchangle_x = recoil * -1;
148 if (snd != SND_Null) {
149 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
150 W_PlayStrengthSound(ent);
153 // nudge w_shotend so a trace to w_shotend hits
154 w_shotend = w_shotend + normalize(w_shotend - w_shotorg);
155 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
156 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
157 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
160 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
166 mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
168 mdirection = normalize(mvelocity);
169 mspeed = vlen(mvelocity);
171 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);
176 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
178 if(proj.owner == NULL)
179 error("Unowned missile");
181 dir = dir + upDir * (pUpSpeed / pSpeed);
182 dir.z += pZSpeed / pSpeed;
184 dir = normalize(dir);
187 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
189 mspercallsum = mspercallcount = 0;
190 mspercallsstyle = autocvar_g_projectiles_spread_style;
192 mspercallsum -= gettime(GETTIME_HIRES);
195 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
198 mspercallsum += gettime(GETTIME_HIRES);
200 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
203 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
207 // ====================
208 // Ballistics Tracing
209 // ====================
211 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
213 entity pseudoprojectile = NULL;
215 vector dir = normalize(end - start);
216 float length = vlen(end - start);
217 vector force = dir * bforce;
219 // go a little bit into the wall because we need to hit this wall later
224 // trace multiple times until we hit a wall, each obstacle will be made
225 // non-solid so we can hit the next, while doing this we spawn effects and
226 // note down which entities were hit so we can damage them later
230 if(CS(this).antilag_debug)
231 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
233 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
234 if(o && WarpZone_trace_firstzone)
240 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
241 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
243 // if it is NULL we can't hurt it so stop now
244 if (trace_ent == NULL || trace_fraction == 1)
247 // make the entity non-solid so we can hit the next one
248 IL_PUSH(g_railgunhit, trace_ent);
249 trace_ent.railgunhit = true;
250 trace_ent.railgunhitloc = end;
251 trace_ent.railgunhitsolidbackup = trace_ent.solid;
252 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
253 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
255 // stop if this is a wall
256 if (trace_ent.solid == SOLID_BSP)
259 // make the entity non-solid
260 trace_ent.solid = SOLID_NOT;
263 vector endpoint = trace_endpos;
264 entity endent = trace_ent;
265 float endq3surfaceflags = trace_dphitq3surfaceflags;
267 // find all the entities the railgun hit and restore their solid state
268 IL_EACH(g_railgunhit, it.railgunhit,
270 it.solid = it.railgunhitsolidbackup;
273 // spawn a temporary explosion entity for RadiusDamage calls
274 //explosion = spawn();
276 // Find all non-hit players the beam passed close by
277 if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
279 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
281 if(!(IS_SPEC(it) && it.enemy == this))
284 // nearest point on the beam
285 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
287 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
291 if(!pseudoprojectile)
292 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
293 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
298 delete(pseudoprojectile);
301 // find all the entities the railgun hit and hurt them
302 IL_EACH(g_railgunhit, it.railgunhit,
304 // removal from the list is handled below
306 // get the details we need to call the damage function
307 vector hitloc = it.railgunhitloc;
309 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
310 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
312 if(accuracy_isgooddamage(this, it))
313 totaldmg += bdamage * foff;
317 Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
319 // create a small explosion to throw gibs around (if applicable)
320 //setorigin(explosion, hitloc);
321 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
323 it.railgunhitloc = '0 0 0';
324 it.railgunhitsolidbackup = SOLID_NOT;
325 it.railgunhit = false;
326 it.railgundistance = 0;
329 IL_CLEAR(g_railgunhit);
331 // calculate hits and fired shots for hitscan
332 if(this.(weaponentity))
333 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
335 trace_endpos = endpoint;
337 trace_dphitq3surfaceflags = endq3surfaceflags;
340 void fireBullet_trace_callback(vector start, vector hit, vector end)
342 if(vdist(hit - start, >, 16))
343 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
344 WarpZone_trace_forent = NULL;
345 fireBullet_last_hit = NULL;
348 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)
352 dir = normalize(dir + randomvec() * spread);
353 end = start + dir * max_shot_distance;
355 fireBullet_last_hit = NULL;
356 fireBullet_trace_callback_eff = tracer_effect;
358 float solid_penetration_left = 1;
359 float total_damage = 0;
361 float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
364 bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
365 if(autocvar_g_antilag == 0 || noantilag)
366 lag = 0; // only do hitscan, but no antilag
368 antilag_takeback_all(this, lag);
370 // change shooter to SOLID_BBOX so the shot can hit corpses
371 int oldsolid = this.dphitcontentsmask;
373 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
375 WarpZone_trace_forent = this;
379 // TODO also show effect while tracing
380 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
381 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
382 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
383 start = trace_endpos;
384 entity hit = trace_ent;
386 // traced up to max_shot_distance and didn't hit anything at all
387 if (trace_fraction == 1.0)
390 // When hitting sky, stop.
391 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
394 // can't use noimpact, as we need to pass through walls
395 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
398 // if we hit "weapclip", bail out
400 // rationale of this check:
402 // any shader that is solid, nodraw AND trans is meant to clip weapon
403 // shots and players, but has no other effect!
405 // if it is not trans, it is caulk and should not have this side effect
408 // common/weapclip (intended)
409 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
410 bool is_weapclip = false;
411 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
412 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
413 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
416 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
417 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
419 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).
421 fireBullet_last_hit = hit;
423 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
424 damage = M_ARGV(4, float);
425 bool gooddamage = accuracy_isgooddamage(this, hit);
426 Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
427 // calculate hits for ballistic weapons
430 // do not exceed 100%
431 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
432 total_damage += damage * solid_penetration_left;
433 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
437 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
441 // outside the world? forget it
442 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)
446 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
447 if(max_solid_penetration < 0)
449 else if(hitstore.ballistics_density < -1)
450 break; // -2: no solid penetration, ever
451 else if(hitstore.ballistics_density < 0)
452 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
453 else if(hitstore.ballistics_density == 0)
454 maxdist = max_solid_penetration * solid_penetration_left;
456 maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
458 if(maxdist <= autocvar_g_ballistics_mindistance)
461 // move the entity along its velocity until it's out of solid, then let it resume
462 // The previously hit entity is ignored here!
463 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
464 if(trace_fraction == 1) // 1: we never got out of solid
467 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
468 // fraction_used_of_what_is_left = dist_taken / maxdist
469 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
470 solid_penetration_left *= 1 - dist_taken / maxdist;
471 solid_penetration_left = max(solid_penetration_left, 0);
473 // Only show effect when going through a player (invisible otherwise)
474 if (hit && (hit.solid != SOLID_BSP))
475 if(vdist(trace_endpos - start, >, 4))
476 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
478 start = trace_endpos;
480 if(hit.solid == SOLID_BSP)
481 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
485 antilag_restore_all(this);
487 // restore shooter solid type
489 this.dphitcontentsmask = oldsolid;