]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Use gender-neutral pronouns when referring to the player
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index f4de0e1bf15996ac12aed1a31e64652493d96822..9a36035a74bc3382122c73038dd00f18ad3fdef0 100644 (file)
@@ -1,25 +1,22 @@
 #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.
@@ -40,7 +37,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                // 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
@@ -75,10 +72,18 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        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)
@@ -102,7 +107,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        //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
                {
@@ -196,7 +201,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p
        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);
@@ -251,7 +256,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
                }
 
                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)
@@ -297,7 +302,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
                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
@@ -412,7 +417,7 @@ void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector
                        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).
                {
@@ -481,7 +486,7 @@ void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector
                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)
@@ -499,3 +504,44 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
 {
        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));
+}