1 // this function calculates w_shotorg and w_shotdir based on the weapon model
2 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
3 // make sure you call makevectors first (FIXME?)
4 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
6 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?
9 oldsolid = ent.dphitcontentsmask;
10 if(ent.weapon == WEP_RIFLE)
11 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
13 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
15 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
16 // passing world, because we do NOT want it to touch dphitcontentsmask
18 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
19 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
25 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
30 // un-adjust trueaim if shotend is too close
31 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
32 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
35 if(accuracy_canbegooddamage(ent))
36 accuracy_add(ent, ent.weapon, maxdamage, 0);
38 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
40 if(ent.weaponentity.movedir_x > 0)
41 vecs = ent.weaponentity.movedir;
45 dv = v_right * -vecs_y + v_up * vecs_z;
46 w_shotorg = ent.origin + ent.view_ofs + dv;
48 // now move the shotorg forward as much as requested if possible
52 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
54 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
57 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
58 w_shotorg = trace_endpos - v_forward * nudge;
59 // calculate the shotdir from the chosen shotorg
60 w_shotdir = normalize(w_shotend - w_shotorg);
62 //vector prevdir = w_shotdir;
63 //vector prevorg = w_shotorg;
64 //vector prevend = w_shotend;
67 if (!ent.cvar_cl_noantilag)
69 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
71 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
72 if (!trace_ent.takedamage)
74 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
75 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
79 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
81 w_shotdir = normalize(trace_ent.origin - w_shotorg);
85 else if(autocvar_g_antilag == 3) // client side hitscan
87 // this part MUST use prydon cursor
88 if (ent.cursor_trace_ent) // client was aiming at someone
89 if (ent.cursor_trace_ent != ent) // just to make sure
90 if (ent.cursor_trace_ent.takedamage) // and that person is killable
91 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
93 // verify that the shot would miss without antilag
94 // (avoids an issue where guns would always shoot at their origin)
95 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
96 if (!trace_ent.takedamage)
98 // verify that the shot would hit if altered
99 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
100 if (trace_ent == ent.cursor_trace_ent)
101 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
103 print("antilag fail\n");
109 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
111 if (!autocvar_g_norecoil)
112 ent.punchangle_x = recoil * -1;
116 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
117 W_PlayStrengthSound(ent);
120 // nudge w_shotend so a trace to w_shotend hits
121 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
122 //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
123 //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
124 //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
127 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
133 mvelocity = mvelocity * g_weaponspeedfactor;
135 mdirection = normalize(mvelocity);
136 mspeed = vlen(mvelocity);
138 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);
143 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
145 if(proj.owner == world)
146 error("Unowned missile");
148 dir = dir + upDir * (pUpSpeed / pSpeed);
149 dir_z += pZSpeed / pSpeed;
151 dir = normalize(dir);
154 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
156 mspercallsum = mspercallcount = 0;
157 mspercallsstyle = autocvar_g_projectiles_spread_style;
159 mspercallsum -= gettime(GETTIME_HIRES);
162 dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
165 mspercallsum += gettime(GETTIME_HIRES);
167 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
170 proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
174 // ====================
175 // Ballistics Tracing
176 // ====================
178 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
180 vector hitloc, force, endpoint, dir;
182 float endq3surfaceflags;
189 entity pseudoprojectile;
192 pseudoprojectile = world;
194 dir = normalize(end - start);
195 length = vlen(end - start);
196 force = dir * bforce;
198 // go a little bit into the wall because we need to hit this wall later
203 // trace multiple times until we hit a wall, each obstacle will be made
204 // non-solid so we can hit the next, while doing this we spawn effects and
205 // note down which entities were hit so we can damage them later
209 if(self.antilag_debug)
210 WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
212 WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
213 if(o && WarpZone_trace_firstzone)
219 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
220 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
222 // if it is world we can't hurt it so stop now
223 if (trace_ent == world || trace_fraction == 1)
226 // make the entity non-solid so we can hit the next one
227 trace_ent.railgunhit = TRUE;
228 trace_ent.railgunhitloc = end;
229 trace_ent.railgunhitsolidbackup = trace_ent.solid;
230 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
231 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
233 // stop if this is a wall
234 if (trace_ent.solid == SOLID_BSP)
237 // make the entity non-solid
238 trace_ent.solid = SOLID_NOT;
241 endpoint = trace_endpos;
243 endq3surfaceflags = trace_dphitq3surfaceflags;
245 // find all the entities the railgun hit and restore their solid state
246 ent = findfloat(world, railgunhit, TRUE);
249 // restore their solid type
250 ent.solid = ent.railgunhitsolidbackup;
251 ent = findfloat(ent, railgunhit, TRUE);
254 // spawn a temporary explosion entity for RadiusDamage calls
255 //explosion = spawn();
257 // Find all non-hit players the beam passed close by
258 if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX)
260 FOR_EACH_REALCLIENT(msg_entity)
261 if(msg_entity != self)
262 if(!msg_entity.railgunhit)
263 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
265 // nearest point on the beam
266 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
268 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
272 snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
274 if(!pseudoprojectile)
275 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
276 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
280 remove(pseudoprojectile);
283 // find all the entities the railgun hit and hurt them
284 ent = findfloat(world, railgunhit, TRUE);
287 // get the details we need to call the damage function
288 hitloc = ent.railgunhitloc;
290 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
291 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
293 if(accuracy_isgooddamage(self, ent))
294 totaldmg += bdamage * f;
298 Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
300 // create a small explosion to throw gibs around (if applicable)
301 //setorigin (explosion, hitloc);
302 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
304 ent.railgunhitloc = '0 0 0';
305 ent.railgunhitsolidbackup = SOLID_NOT;
306 ent.railgunhit = FALSE;
307 ent.railgundistance = 0;
309 // advance to the next entity
310 ent = findfloat(ent, railgunhit, TRUE);
313 // calculate hits and fired shots for hitscan
314 accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
316 trace_endpos = endpoint;
318 trace_dphitq3surfaceflags = endq3surfaceflags;
321 void fireBullet_trace_callback(vector start, vector hit, vector end)
323 if(vlen(hit - start) > 16)
324 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
325 WarpZone_trace_forent = world;
326 fireBullet_last_hit = world;
329 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects)
333 dir = normalize(dir + randomvec() * spread);
334 end = start + dir * MAX_SHOT_DISTANCE;
337 fireBullet_last_hit = world;
338 float solid_penetration_left = 1;
339 float total_damage = 0;
341 if(tracereffects & EF_RED)
342 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
343 else if(tracereffects & EF_BLUE)
344 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
346 fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
348 float lag = ANTILAG_LATENCY(self);
351 if (!IS_REAL_CLIENT(self))
353 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
354 lag = 0; // only do hitscan, but no antilag
359 antilag_takeback(pl, time - lag);
361 antilag_takeback(pl, time - lag);
364 WarpZone_trace_forent = self;
368 // TODO also show effect while tracing
369 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback);
370 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
371 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
372 start = trace_endpos;
373 entity hit = trace_ent;
375 // When hitting sky, stop.
376 if (pointcontents(start) == CONTENT_SKY)
379 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
382 // if we hit "weapclip", bail out
384 // rationale of this check:
386 // any shader that is solid, nodraw AND trans is meant to clip weapon
387 // shots and players, but has no other effect!
389 // if it is not trans, it is caulk and should not have this side effect
392 // common/weapclip (intended)
393 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
394 float is_weapclip = 0;
395 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
396 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
397 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
400 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
401 Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
403 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).
405 fireBullet_last_hit = hit;
407 float g = accuracy_isgooddamage(self, hit);
408 Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
409 // calculate hits for ballistic weapons
412 // do not exceed 100%
413 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
414 total_damage += damage * solid_penetration_left;
415 accuracy_add(self, self.weapon, 0, added_damage);
423 // outside the world? forget it
424 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)
428 if(max_solid_penetration < 0)
430 else if(hit.ballistics_density < -1)
431 break; // -2: no solid penetration, ever
432 else if(hit.ballistics_density < 0)
433 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
434 else if(hit.ballistics_density == 0)
435 maxdist = max_solid_penetration * solid_penetration_left;
437 maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
439 if(maxdist <= autocvar_g_ballistics_mindistance)
442 // move the entity along its velocity until it's out of solid, then let it resume
443 // The previously hit entity is ignored here!
444 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE, hit);
445 if(trace_fraction == 1) // 1: we never got out of solid
448 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
449 solid_penetration_left *= (dist_taken / maxdist);
451 // Only show effect when going through a player (invisible otherwise)
452 if (hit && (hit.solid != SOLID_BSP))
453 if(vlen(trace_endpos - start) > 4)
454 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
456 start = trace_endpos;
458 if(hit.solid == SOLID_BSP)
459 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);