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Phase out miscfunctions.qc from the server codebase, preferring more fitting location...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
1 #include "tracing.qh"
2
3 #include <common/effects/all.qh>
4
5 #include "accuracy.qh"
6 #include "common.qh"
7 #include "hitplot.qh"
8 #include "weaponsystem.qh"
9
10 #include "../damage.qh"
11 #include <server/main.qh>
12 #include <server/mutators/_mod.qh>
13 #include <server/antilag.qh>
14
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/util.qh>
18
19 #include <common/weapons/_all.qh>
20 #include <common/wepent.qh>
21 #include <common/state.qh>
22
23 #include <lib/warpzone/common.qh>
24
25 // this function calculates w_shotorg and w_shotdir based on the weapon model
26 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
27 // make sure you call makevectors first (FIXME?)
28 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 {
30         TC(Sound, snd);
31         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?
32         float oldsolid = ent.dphitcontentsmask;
33         Weapon wep = DEATH_WEAPONOF(deathtype);
34         if(!IS_CLIENT(ent))
35                 antilag = false; // no antilag for non-clients!
36         if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
37         {
38                 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
39                 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
40                 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
41                 // TODO for fireBullet, find how far the shot will penetrate and aim at that
42                 //      for fireRailgunbullet, find the farthest target and aim at that
43                 //      this will avoid issues when another player is passing in front of you when you shoot
44                 //      (currently such a shot will hit him but then miss the original target)
45                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
46         }
47         else
48                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
49         if(antilag)
50                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
51                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
52         else
53                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
54         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
55
56         vector forward, right, up;
57         forward = v_forward;
58         right = v_right;
59         up = v_up;
60         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
61         v_forward = forward;
62         v_right = right;
63         v_up = up;
64
65         // un-adjust trueaim if shotend is too close
66         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
67                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
68
69         // track max damage
70         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
71                 accuracy_add(ent, wep, maxdamage, 0);
72
73         if(IS_PLAYER(ent))
74                 W_HitPlotAnalysis(ent, wep, forward, right, up);
75
76         vector md = ent.(weaponentity).movedir;
77         vector vecs = ((md.x > 0) ? md : '0 0 0');
78
79         // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
80         // which fixes issue #1957 but causes #2129
81         vector dv = right * -vecs.y + up * vecs.z;
82         w_shotorg = ent.origin + ent.view_ofs + dv;
83
84         // now move the shotorg forward as much as requested if possible
85         if(antilag)
86         {
87                 if(CS(ent).antilag_debug)
88                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
89                 else
90                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
91         }
92         else
93                 tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
94         w_shotorg = trace_endpos - forward * nudge;
95         // calculate the shotdir from the chosen shotorg
96         if(W_DualWielding(ent))
97                 w_shotdir = s_forward;
98         else
99                 w_shotdir = normalize(w_shotend - w_shotorg);
100
101         //vector prevdir = w_shotdir;
102         //vector prevorg = w_shotorg;
103         //vector prevend = w_shotend;
104
105         if (antilag)
106         if (!CS(ent).cvar_cl_noantilag)
107         {
108                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
109                 {
110                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
111                         if (!trace_ent.takedamage)
112                         {
113                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
114                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
115                                 {
116                                         entity e;
117                                         e = trace_ent;
118                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
119                                         if(trace_ent == e)
120                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
121                                 }
122                         }
123                 }
124                 else if(autocvar_g_antilag == 3) // client side hitscan
125                 {
126                         // this part MUST use prydon cursor
127                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
128                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
129                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
130                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
131                         {
132                                 // verify that the shot would miss without antilag
133                                 // (avoids an issue where guns would always shoot at their origin)
134                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
135                                 if (!trace_ent.takedamage)
136                                 {
137                                         // verify that the shot would hit if altered
138                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
139                                         if (trace_ent == CS(ent).cursor_trace_ent)
140                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
141                                         else
142                                                 LOG_INFO("antilag fail");
143                                 }
144                         }
145                 }
146         }
147
148         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
149
150         if (!autocvar_g_norecoil)
151                 ent.punchangle_x = recoil * -1;
152
153         if (snd != SND_Null) {
154                 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
155                 W_PlayStrengthSound(ent);
156         }
157
158         // nudge w_shotend so a trace to w_shotend hits
159         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
160         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
161         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
162         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
163 }
164
165 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
166 {
167         vector mdirection;
168         float mspeed;
169         vector outvelocity;
170
171         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
172
173         mdirection = normalize(mvelocity);
174         mspeed = vlen(mvelocity);
175
176         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);
177
178         return outvelocity;
179 }
180
181 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
182 {
183         if(proj.owner == NULL)
184                 error("Unowned missile");
185
186         dir = dir + upDir * (pUpSpeed / pSpeed);
187         dir.z += pZSpeed / pSpeed;
188         pSpeed *= vlen(dir);
189         dir = normalize(dir);
190
191         #if 0
192         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
193         {
194                 mspercallsum = mspercallcount = 0;
195                 mspercallsstyle = autocvar_g_projectiles_spread_style;
196         }
197         mspercallsum -= gettime(GETTIME_HIRES);
198         #endif
199
200         dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
201
202         #if 0
203         mspercallsum += gettime(GETTIME_HIRES);
204         mspercallcount += 1;
205         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
206         #endif
207
208         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
209 }
210
211
212 // ====================
213 //  Ballistics Tracing
214 // ====================
215
216 bool Headshot(entity targ, entity ent, vector start, vector end)
217 {
218         if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
219                 return false;
220         vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
221         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);
222         vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
223
224         return trace_hits_box(start, end, headmins, headmaxs);
225 }
226
227 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)
228 {
229         vector dir = normalize(end - start);
230         vector force = dir * bforce;
231
232         // go a little bit into the wall because we need to hit this wall later
233         end = end + dir;
234
235         float totaldmg = 0;
236         bool headshot = false; // indicates that one of the targets hit was a headshot
237
238         // trace multiple times until we hit a wall, each obstacle will be made
239         // non-solid so we can hit the next, while doing this we spawn effects and
240         // note down which entities were hit so we can damage them later
241         entity o = this;
242         while (1)
243         {
244                 if(CS(this).antilag_debug)
245                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
246                 else
247                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
248                 if(o && WarpZone_trace_firstzone)
249                 {
250                         o = NULL;
251                         continue;
252                 }
253
254                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
255                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
256
257                 // if it is NULL we can't hurt it so stop now
258                 if (trace_ent == NULL || trace_fraction == 1)
259                         break;
260
261                 if(headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
262                         headshot = true;
263
264                 // make the entity non-solid so we can hit the next one
265                 IL_PUSH(g_railgunhit, trace_ent);
266                 trace_ent.railgunhit = true;
267                 trace_ent.railgunhitloc = end;
268                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
269                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
270                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
271
272                 // stop if this is a wall
273                 if (trace_ent.solid == SOLID_BSP)
274                         break;
275
276                 // make the entity non-solid
277                 trace_ent.solid = SOLID_NOT;
278         }
279
280         vector endpoint = trace_endpos;
281         entity endent = trace_ent;
282         float endq3surfaceflags = trace_dphitq3surfaceflags;
283
284         // find all the entities the railgun hit and restore their solid state
285         IL_EACH(g_railgunhit, it.railgunhit,
286         {
287                 it.solid = it.railgunhitsolidbackup;
288         });
289
290         // Find all players the beam passed close by (even those hit)
291         float length = vlen(endpoint - start);
292         entity pseudoprojectile = NULL;
293         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
294                 // not when spectating the shooter
295                 if (IS_SPEC(it) && it.enemy == this) continue;
296
297                 // nearest point on the beam
298                 vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
299
300                 if(!pseudoprojectile)
301                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
302
303                 msg_entity = it;
304                 // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
305                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
306         });
307         if(pseudoprojectile)
308                 delete(pseudoprojectile);
309
310         // find all the entities the railgun hit and hurt them
311         IL_EACH(g_railgunhit, it.railgunhit,
312         {
313                 // removal from the list is handled below
314
315                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
316                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
317
318                 if(accuracy_isgooddamage(this, it))
319                         totaldmg += bdamage * foff;
320
321                 // apply the damage
322                 if (it.takedamage)
323                         Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
324
325                 it.railgunhitloc = '0 0 0';
326                 it.railgunhitsolidbackup = SOLID_NOT;
327                 it.railgunhit = false;
328                 it.railgundistance = 0;
329         });
330
331         IL_CLEAR(g_railgunhit);
332
333         if(headshot)
334                 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
335
336         // calculate hits and fired shots for hitscan
337         if(this.(weaponentity))
338                 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
339
340         trace_endpos = endpoint;
341         trace_ent = endent;
342         trace_dphitq3surfaceflags = endq3surfaceflags;
343 }
344
345 void fireBullet_trace_callback(vector start, vector hit, vector end)
346 {
347         if(vdist(hit - start, >, 16))
348                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
349         WarpZone_trace_forent = NULL;
350         fireBullet_last_hit = NULL;
351 }
352
353 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)
354 {
355         dir = normalize(dir + randomvec() * spread);
356         vector end = start + dir * max_shot_distance;
357
358         fireBullet_last_hit = NULL;
359         fireBullet_trace_callback_eff = tracer_effect;
360
361         float solid_penetration_fraction = 1;
362         float damage_fraction = 1;
363         float total_damage = 0;
364
365         float lag = ((do_antilag) ? antilag_getlag(this) : 0);
366         if(lag)
367                 antilag_takeback_all(this, lag);
368
369         // change shooter to SOLID_BBOX so the shot can hit corpses
370         int oldsolid = this.dphitcontentsmask;
371         if(this)
372                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
373
374         WarpZone_trace_forent = this;
375
376         bool headshot = false; // indicates that one of the hit targets was a headshot
377         for (;;)
378         {
379                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
380                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
381                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
382                 start = trace_endpos;
383                 entity hit = trace_ent;
384
385                 // traced up to max_shot_distance and didn't hit anything at all
386                 if (trace_fraction == 1.0)
387                         break;
388
389                 // When hitting sky, stop.
390                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
391                         break;
392
393                 // can't use noimpact, as we need to pass through walls
394                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
395                         //break;
396
397                 // if we hit "weapclip", bail out
398                 //
399                 // rationale of this check:
400                 //
401                 // any shader that is solid, nodraw AND trans is meant to clip weapon
402                 // shots and players, but has no other effect!
403                 //
404                 // if it is not trans, it is caulk and should not have this side effect
405                 //
406                 // matching shaders:
407                 //   common/weapclip (intended)
408                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
409                 bool is_weapclip = false;
410                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
411                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
412                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
413                         is_weapclip = true;
414
415                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
416                         Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
417
418                 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).
419                 {
420                         fireBullet_last_hit = hit;
421                         yoda = 0;
422                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
423                         damage = M_ARGV(4, float);
424                         if(headshot_multiplier && Headshot(hit, this, start, end))
425                         {
426                                 damage *= headshot_multiplier;
427                                 headshot = true;
428                         }
429                         bool gooddamage = accuracy_isgooddamage(this, hit);
430                         Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
431                         // calculate hits for ballistic weapons
432                         if(gooddamage)
433                         {
434                                 // do not exceed 100%
435                                 float added_damage = min(damage - total_damage, damage * damage_fraction);
436                                 total_damage += damage * damage_fraction;
437                                 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
438                         }
439                 }
440
441                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
442                         break;
443
444                 // go through solid!
445                 // outside the world? forget it
446                 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)
447                         break;
448
449                 float maxdist;
450                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
451                 if(max_solid_penetration < 0)
452                         break;
453                 else if(hitstore.ballistics_density < -1)
454                         break; // -2: no solid penetration, ever
455                 else if(hitstore.ballistics_density < 0)
456                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
457                 else if(hitstore.ballistics_density == 0)
458                         maxdist = max_solid_penetration * solid_penetration_fraction;
459                 else
460                         maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
461
462                 if(maxdist <= autocvar_g_ballistics_mindistance)
463                         break;
464
465                 // move the entity along its velocity until it's out of solid, then let it resume
466                 // The previously hit entity is ignored here!
467                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
468                 if(trace_fraction == 1) // 1: we never got out of solid
469                         break;
470
471                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
472                 float fraction_used_of_what_is_left = dist_taken / maxdist;
473                 solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
474                 solid_penetration_fraction = max(solid_penetration_fraction, 0);
475                 damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
476
477                 // Only show effect when going through a player (invisible otherwise)
478                 if (hit && (hit.solid != SOLID_BSP))
479                         if(vdist(trace_endpos - start, >, 4))
480                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
481
482                 start = trace_endpos;
483
484                 if(hit.solid == SOLID_BSP)
485                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
486         }
487
488         if(headshot)
489                 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
490
491         if(lag)
492                 antilag_restore_all(this);
493
494         // restore shooter solid type
495         if(this)
496                 this.dphitcontentsmask = oldsolid;
497 }
498
499 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)
500 {
501         fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
502 }
503
504 void crosshair_trace(entity pl)
505 {
506         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));
507 }
508
509 void crosshair_trace_plusvisibletriggers(entity pl)
510 {
511         crosshair_trace_plusvisibletriggers__is_wz(pl, false);
512 }
513
514 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
515 {
516         crosshair_trace_plusvisibletriggers__is_wz(pl, true);
517 }
518
519 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
520 {
521         FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
522         {
523                 if(it.model != "")
524                 {
525                         it.solid = SOLID_BSP;
526                         IL_PUSH(g_ctrace_changed, it);
527                 }
528         });
529
530         if (is_wz)
531                 WarpZone_crosshair_trace(pl);
532         else
533                 crosshair_trace(pl);
534
535         IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
536
537         IL_CLEAR(g_ctrace_changed);
538 }
539
540 void WarpZone_crosshair_trace(entity pl)
541 {
542         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));
543 }