#include "tracing.qh"
-#include <common/effects/all.qh>
-
-#include "accuracy.qh"
-#include "common.qh"
-#include "hitplot.qh"
-#include "weaponsystem.qh"
-
-#include "../damage.qh"
-#include <server/main.qh>
-#include "../antilag.qh"
-
#include <common/constants.qh>
+#include <common/deathtypes/all.qh>
+#include <common/effects/all.qh>
#include <common/net_linked.qh>
+#include <common/state.qh>
#include <common/util.qh>
-
#include <common/weapons/_all.qh>
#include <common/wepent.qh>
-#include <common/state.qh>
-
#include <lib/warpzone/common.qh>
+#include <server/antilag.qh>
+#include <server/damage.qh>
+#include <server/main.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/accuracy.qh>
+#include <server/weapons/common.qh>
+#include <server/weapons/hitplot.qh>
+#include <server/weapons/weaponsystem.qh>
// this function calculates w_shotorg and w_shotdir based on the weapon model
// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
// TODO for fireBullet, find how far the shot will penetrate and aim at that
// for fireRailgunbullet, find the farthest target and aim at that
// this will avoid issues when another player is passing in front of you when you shoot
- // (currently such a shot will hit him but then miss the original target)
+ // (currently such a shot will hit them but then miss the original target)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
}
else
vector md = ent.(weaponentity).movedir;
vector vecs = ((md.x > 0) ? md : '0 0 0');
- // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
- // which fixes issue #1957 but causes #2129
vector dv = right * -vecs.y + up * vecs.z;
- w_shotorg = ent.origin + ent.view_ofs + dv;
+ w_shotorg = ent.origin + ent.view_ofs;
+ if(antilag)
+ {
+ if(CS(ent).antilag_debug)
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, CS(ent).antilag_debug);
+ else
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ }
+ else
+ tracebox(w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos;
// now move the shotorg forward as much as requested if possible
if(antilag)
//vector prevend = w_shotend;
if (antilag)
- if (!CS(ent).cvar_cl_noantilag)
+ if (!CS_CVAR(ent).cvar_cl_noantilag)
{
if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
{
mspercallsum -= gettime(GETTIME_HIRES);
#endif
- dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+ dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
#if 0
mspercallsum += gettime(GETTIME_HIRES);
}
if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
- Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
+ Damage_DamageInfo(trace_endpos, (trace_ent.solid == SOLID_BSP), bdamage, 0, 0, force, deathtype, trace_ent.species, this);
// if it is NULL we can't hurt it so stop now
if (trace_ent == NULL || trace_fraction == 1)
vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
if(!pseudoprojectile)
- pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume
msg_entity = it;
// we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
is_weapclip = true;
if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
- Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
+ Damage_DamageInfo(start, (hit && hit.solid == SOLID_BSP), damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
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).
{
start = trace_endpos;
if(hit.solid == SOLID_BSP)
- Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
+ Damage_DamageInfo(start, true, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
}
if(headshot)
{
fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
}
+
+void crosshair_trace(entity pl)
+{
+ 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));
+}
+
+void crosshair_trace_plusvisibletriggers(entity pl)
+{
+ crosshair_trace_plusvisibletriggers__is_wz(pl, false);
+}
+
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
+{
+ crosshair_trace_plusvisibletriggers__is_wz(pl, true);
+}
+
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
+{
+ FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
+ {
+ if(it.model != "")
+ {
+ it.solid = SOLID_BSP;
+ IL_PUSH(g_ctrace_changed, it);
+ }
+ });
+
+ if (is_wz)
+ WarpZone_crosshair_trace(pl);
+ else
+ crosshair_trace(pl);
+
+ IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
+
+ IL_CLEAR(g_ctrace_changed);
+}
+
+void WarpZone_crosshair_trace(entity pl)
+{
+ 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));
+}