self = oldself;
}
-.float railgundistance;
-.vector railgunforce;
-void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
-{
- vector hitloc, force, endpoint, dir;
- entity ent, endent;
- float endq3surfaceflags;
- float totaldmg;
- entity o;
-
- float length;
- vector beampos;
- string snd;
- entity pseudoprojectile;
- float f, ffs;
-
- pseudoprojectile = world;
-
- railgun_start = start;
- railgun_end = end;
-
- dir = normalize(end - start);
- length = vlen(end - start);
- force = dir * bforce;
-
- // go a little bit into the wall because we need to hit this wall later
- end = end + dir;
-
- totaldmg = 0;
-
- // trace multiple times until we hit a wall, each obstacle will be made
- // non-solid so we can hit the next, while doing this we spawn effects and
- // note down which entities were hit so we can damage them later
- o = self;
- while (1)
- {
- if(self.antilag_debug)
- WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
- else
- WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
- if(o && WarpZone_trace_firstzone)
- {
- o = world;
- continue;
- }
-
- if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
- Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
-
- // if it is world we can't hurt it so stop now
- if (trace_ent == world || trace_fraction == 1)
- break;
-
- // make the entity non-solid so we can hit the next one
- trace_ent.railgunhit = TRUE;
- trace_ent.railgunhitloc = end;
- trace_ent.railgunhitsolidbackup = trace_ent.solid;
- trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
- trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
-
- // stop if this is a wall
- if (trace_ent.solid == SOLID_BSP)
- break;
-
- // make the entity non-solid
- trace_ent.solid = SOLID_NOT;
- }
-
- endpoint = trace_endpos;
- endent = trace_ent;
- endq3surfaceflags = trace_dphitq3surfaceflags;
-
- // find all the entities the railgun hit and restore their solid state
- ent = findfloat(world, railgunhit, TRUE);
- while (ent)
- {
- // restore their solid type
- ent.solid = ent.railgunhitsolidbackup;
- ent = findfloat(ent, railgunhit, TRUE);
- }
-
- // spawn a temporary explosion entity for RadiusDamage calls
- //explosion = spawn();
-
- // Find all non-hit players the beam passed close by
- if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
- {
- FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
- {
- // nearest point on the beam
- beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
-
- f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
- if(f <= 0)
- continue;
-
- snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
-
- if(!pseudoprojectile)
- pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
- }
-
- if(pseudoprojectile)
- remove(pseudoprojectile);
- }
-
- // find all the entities the railgun hit and hurt them
- ent = findfloat(world, railgunhit, TRUE);
- while (ent)
- {
- // get the details we need to call the damage function
- hitloc = ent.railgunhitloc;
-
- f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
- ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
-
- if(accuracy_isgooddamage(self.realowner, ent))
- totaldmg += bdamage * f;
-
- // apply the damage
- if (ent.takedamage)
- Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
-
- // create a small explosion to throw gibs around (if applicable)
- //setorigin (explosion, hitloc);
- //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
-
- ent.railgunhitloc = '0 0 0';
- ent.railgunhitsolidbackup = SOLID_NOT;
- ent.railgunhit = FALSE;
- ent.railgundistance = 0;
-
- // advance to the next entity
- ent = findfloat(ent, railgunhit, TRUE);
- }
-
- // calculate hits and fired shots for hitscan
- accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
-
- trace_endpos = endpoint;
- trace_ent = endent;
- trace_dphitq3surfaceflags = endq3surfaceflags;
-}
-
-.float dmg_force;
-.float dmg_radius;
-.float dmg_total;
-//.float last_yoda;
-void W_BallisticBullet_Hit (void)
-{
- float f, q, g;
-
- f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
- q = 1 + self.dmg_edge / self.dmg;
-
- if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
- Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
-
- if(other && other != self.enemy)
- {
- endzcurveparticles();
-
- yoda = 0;
- railgun_start = self.origin - 2 * frametime * self.velocity;
- railgun_end = self.origin + 2 * frametime * self.velocity;
- g = accuracy_isgooddamage(self.realowner, other);
- Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
-
- /*if(yoda && (time > (self.last_yoda + 5)))
- {
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- self.last_yoda = time;
- }*/
-
- // calculate hits for ballistic weapons
- if(g)
- {
- // do not exceed 100%
- q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
- self.dmg_total += f * self.dmg;
- accuracy_add(self.realowner, self.realowner.weapon, 0, q);
- }
- }
-
- self.enemy = other; // don't hit the same player twice with the same bullet
-}
-
-.void(void) W_BallisticBullet_LeaveSolid_think_save;
-.float W_BallisticBullet_LeaveSolid_nextthink_save;
-.vector W_BallisticBullet_LeaveSolid_origin;
-.vector W_BallisticBullet_LeaveSolid_velocity;
-
-void W_BallisticBullet_LeaveSolid_think()
-{
- setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
- self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
-
- self.think = self.W_BallisticBullet_LeaveSolid_think_save;
- self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
- self.W_BallisticBullet_LeaveSolid_think_save = func_null;
-
- self.flags &~= FL_ONGROUND;
-
- if(self.enemy.solid == SOLID_BSP)
- {
- float f;
- f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
- Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
- }
-
- UpdateCSQCProjectile(self);
-}
-
-float W_BallisticBullet_LeaveSolid(float eff)
-{
- // move the entity along its velocity until it's out of solid, then let it resume
- vector vel = self.velocity;
- float dt, dst, velfactor, v0, vs;
- float maxdist;
- float E0_m, Es_m;
- float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
-
- // outside the world? forget it
- if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
- return 0;
-
- // special case for zero density and zero bullet constant:
-
- if(self.dmg_radius == 0)
- {
- if(other.ballistics_density < 0)
- constant = 0; // infinite travel distance
- else
- return 0; // no penetration
- }
- else
- {
- if(other.ballistics_density < 0)
- constant = 0; // infinite travel distance
- else if(other.ballistics_density == 0)
- constant = self.dmg_radius;
- else
- constant = self.dmg_radius * other.ballistics_density;
- }
-
- // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
- v0 = vlen(vel);
-
- E0_m = 0.5 * v0 * v0;
-
- if(constant)
- {
- maxdist = E0_m / constant;
- // maxdist = 0.5 * v0 * v0 / constant
- // dprint("max dist = ", ftos(maxdist), "\n");
-
- if(maxdist <= autocvar_g_ballistics_mindistance)
- return 0;
- }
- else
- {
- maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
- }
-
- traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
- if(trace_fraction == 1) // 1: we never got out of solid
- return 0;
-
- self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
-
- dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
- // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
- Es_m = E0_m - constant * dst;
- if(Es_m <= 0)
- {
- // roundoff errors got us
- return 0;
- }
- vs = sqrt(2 * Es_m);
- velfactor = vs / v0;
-
- dt = dst / (0.5 * (v0 + vs));
- // this is not correct, but the differential equations have no analytic
- // solution - and these times are very small anyway
- //print("dt = ", ftos(dt), "\n");
-
- self.W_BallisticBullet_LeaveSolid_think_save = self.think;
- self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
- self.think = W_BallisticBullet_LeaveSolid_think;
- self.nextthink = time + dt;
-
- vel = vel * velfactor;
-
- self.velocity = '0 0 0';
- self.flags |= FL_ONGROUND; // prevent moving
- self.W_BallisticBullet_LeaveSolid_velocity = vel;
-
- if(eff >= 0)
- if(vlen(trace_endpos - self.origin) > 4)
- {
- endzcurveparticles();
- trailparticles(self, eff, self.origin, trace_endpos);
- }
-
- return 1;
-}
-
-void W_BallisticBullet_Touch (void)
-{
- //float density;
-
- if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
- return;
-
- PROJECTILE_TOUCH;
- W_BallisticBullet_Hit ();
-
- if(self.dmg_radius < 0) // these NEVER penetrate solid
- {
- remove(self);
- return;
- }
-
- // if we hit "weapclip", bail out
- //
- // rationale of this check:
- //
- // any shader that is solid, nodraw AND trans is meant to clip weapon
- // shots and players, but has no other effect!
- //
- // if it is not trans, it is caulk and should not have this side effect
- //
- // matching shaders:
- // common/weapclip (intended)
- // common/noimpact (is supposed to eat projectiles, but is erased farther above)
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
- if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
- {
- remove(self);
- return;
- }
-
- // go through solid!
- if(!W_BallisticBullet_LeaveSolid(-1))
- {
- remove(self);
- return;
- }
-
- self.projectiledeathtype |= HITTYPE_BOUNCE;
-}
-
-void endFireBallisticBullet()
-{
- endzcurveparticles();
-}
-
-entity fireBallisticBullet_trace_callback_ent;
-float fireBallisticBullet_trace_callback_eff;
-void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
-{
- if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
- zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
- WarpZone_trace_forent = world;
- self.owner = world;
-}
-
-void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
-{
- float lag, dt, savetime; //, density;
- entity pl, oldself;
- float antilagging;
-
- antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
-
- entity proj;
- proj = spawn();
- proj.classname = "bullet";
- proj.owner = proj.realowner = self;
- PROJECTILE_MAKETRIGGER(proj);
- if(gravityfactor > 0)
- {
- proj.movetype = MOVETYPE_TOSS;
- proj.gravity = gravityfactor;
- }
- else
- proj.movetype = MOVETYPE_FLY;
- proj.think = SUB_Remove;
- proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
- W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
- proj.angles = vectoangles(proj.velocity);
- if(bulletconstant > 0)
- proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
- else if(bulletconstant == 0)
- proj.dmg_radius = 0;
- else
- proj.dmg_radius = -1;
- // so: bulletconstant = bullet mass / area of bullet circle
- setorigin(proj, start);
- proj.flags = FL_PROJECTILE;
-
- proj.touch = W_BallisticBullet_Touch;
- proj.dmg = damage;
- proj.dmg_force = force;
- proj.projectiledeathtype = dtype;
-
- proj.oldvelocity = proj.velocity;
-
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
-
- if(antilagging)
- {
- float eff;
-
- if(tracereffects & EF_RED)
- eff = particleeffectnum("tr_rifle");
- else if(tracereffects & EF_BLUE)
- eff = particleeffectnum("tr_rifle_weak");
- else
- eff = particleeffectnum("tr_bullet");
-
- // NOTE: this may severely throw off weapon balance
- lag = ANTILAG_LATENCY(self);
- if(lag < 0.001)
- lag = 0;
- if not(IS_REAL_CLIENT(self))
- lag = 0;
- if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
- lag = 0; // only do hitscan, but no antilag
-
- if(lag)
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- antilag_takeback(pl, time - lag);
-
- oldself = self;
- self = proj;
-
- savetime = frametime;
- frametime = 0.05;
-
- for(;;)
- {
- // DP tracetoss is stupid and always traces in 0.05s
- // ticks. This makes it trace in 0.05*0.125s ticks
- // instead.
- vector v0;
- float g0;
- v0 = self.velocity;
- g0 = self.gravity;
- self.velocity = self.velocity * 0.125;
- self.gravity *= 0.125 * 0.125;
- trace_fraction = 0;
- fireBallisticBullet_trace_callback_ent = self;
- fireBallisticBullet_trace_callback_eff = eff;
- WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
- self.velocity = v0;
- self.gravity = g0;
-
- if(trace_fraction == 1)
- break;
- // won't hit anything anytime soon (DP's
- // tracetoss does 200 tics of, here,
- // 0.05*0.125s, that is, 1.25 seconds
-
- other = trace_ent;
- dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
- setorigin(self, trace_endpos);
- self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
-
- if(!SUB_OwnerCheck())
- {
- if(SUB_NoImpactCheck())
- break;
-
- // hit the player
- W_BallisticBullet_Hit();
- }
-
- if(proj.dmg_radius < 0) // these NEVER penetrate solid
- break;
-
- // if we hit "weapclip", bail out
- //
- // rationale of this check:
- //
- // any shader that is solid, nodraw AND trans is meant to clip weapon
- // shots and players, but has no other effect!
- //
- // if it is not trans, it is caulk and should not have this side effect
- //
- // matching shaders:
- // common/weapclip (intended)
- // common/noimpact (is supposed to eat projectiles, but is erased farther above)
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
- if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
- break;
-
- // go through solid!
- if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
- break;
-
- W_BallisticBullet_LeaveSolid_think();
-
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- }
- frametime = savetime;
- self = oldself;
-
- if(lag)
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- antilag_restore(pl);
-
- remove(proj);
-
- return;
- }
-
- if(tracereffects & EF_RED)
- CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
- else if(tracereffects & EF_BLUE)
- CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
- else
- CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
-}
-
-void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
-{
- vector end;
-
- dir = normalize(dir + randomvec() * spread);
- end = start + dir * MAX_SHOT_DISTANCE;
- if(self.antilag_debug)
- traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
- else
- traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
-
- end = trace_endpos;
-
- if (pointcontents (trace_endpos) != CONTENT_SKY)
- {
- if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
-
- Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
- }
- trace_endpos = end;
-}
-
float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
{
float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
--- /dev/null
+.float antilag_debug;
+
+vector w_shotorg;
+vector w_shotdir;
+vector w_shotend;
+
+// 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.
+// make sure you call makevectors first (FIXME?)
+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)
+{
+ float nudge = 1; // added to traceline target and subtracted from result
+ float oldsolid;
+ vector vecs, dv;
+ oldsolid = ent.dphitcontentsmask;
+ if(ent.weapon == WEP_RIFLE)
+ ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ else
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ if(antilag)
+ WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ // passing world, because we do NOT want it to touch dphitcontentsmask
+ else
+ WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+ vector vf, vr, vu;
+ vf = v_forward;
+ vr = v_right;
+ vu = v_up;
+ w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+ v_forward = vf;
+ v_right = vr;
+ v_up = vu;
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+ w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
+
+ // track max damage
+ if(accuracy_canbegooddamage(ent))
+ accuracy_add(ent, ent.weapon, maxdamage, 0);
+
+ W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+
+ if(ent.weaponentity.movedir_x > 0)
+ vecs = ent.weaponentity.movedir;
+ else
+ vecs = '0 0 0';
+
+ dv = v_right * -vecs_y + v_up * vecs_z;
+ w_shotorg = ent.origin + ent.view_ofs + dv;
+
+ // now move the shotorg forward as much as requested if possible
+ if(antilag)
+ {
+ if(ent.antilag_debug)
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
+ else
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ }
+ else
+ tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - v_forward * nudge;
+ // calculate the shotdir from the chosen shotorg
+ w_shotdir = normalize(w_shotend - w_shotorg);
+
+ if (antilag)
+ if (!ent.cvar_cl_noantilag)
+ {
+ if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
+ {
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ if (trace_ent.takedamage && IS_PLAYER(trace_ent))
+ {
+ entity e;
+ e = trace_ent;
+ traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
+ if(trace_ent == e)
+ w_shotdir = normalize(trace_ent.origin - w_shotorg);
+ }
+ }
+ }
+ else if(autocvar_g_antilag == 3) // client side hitscan
+ {
+ // this part MUST use prydon cursor
+ if (ent.cursor_trace_ent) // client was aiming at someone
+ if (ent.cursor_trace_ent != ent) // just to make sure
+ if (ent.cursor_trace_ent.takedamage) // and that person is killable
+ if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
+ {
+ // verify that the shot would miss without antilag
+ // (avoids an issue where guns would always shoot at their origin)
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ // verify that the shot would hit if altered
+ traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
+ if (trace_ent == ent.cursor_trace_ent)
+ w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
+ else
+ print("antilag fail\n");
+ }
+ }
+ }
+ }
+
+ ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
+
+ if (!g_norecoil)
+ ent.punchangle_x = recoil * -1;
+
+ if (snd != "")
+ {
+ sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ W_PlayStrengthSound(ent);
+ }
+
+ // nudge w_shotend so a trace to w_shotend hits
+ w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
+}
+
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
+#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
+
+vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
+{
+ vector mdirection;
+ float mspeed;
+ vector outvelocity;
+
+ mvelocity = mvelocity * g_weaponspeedfactor;
+
+ mdirection = normalize(mvelocity);
+ mspeed = vlen(mvelocity);
+
+ 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);
+
+ return outvelocity;
+}
+
+#if 0
+float mspercallsum;
+float mspercallsstyle;
+float mspercallcount;
+#endif
+void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
+{
+ if(missile.owner == world)
+ error("Unowned missile");
+
+ dir = dir + upDir * (pUpSpeed / pSpeed);
+ dir_z += pZSpeed / pSpeed;
+ pSpeed *= vlen(dir);
+ dir = normalize(dir);
+
+#if 0
+ if(autocvar_g_projectiles_spread_style != mspercallsstyle)
+ {
+ mspercallsum = mspercallcount = 0;
+ mspercallsstyle = autocvar_g_projectiles_spread_style;
+ }
+ mspercallsum -= gettime(GETTIME_HIRES);
+#endif
+ dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+#if 0
+ mspercallsum += gettime(GETTIME_HIRES);
+ mspercallcount += 1;
+ print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+#endif
+
+ missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
+}
+
+void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
+{
+ W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
+}
+
+#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
+#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
+
+
+// ====================
+// Ballistics Tracing
+// ====================
+
+.float railgundistance;
+.vector railgunforce;
+void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
+{
+ vector hitloc, force, endpoint, dir;
+ entity ent, endent;
+ float endq3surfaceflags;
+ float totaldmg;
+ entity o;
+
+ float length;
+ vector beampos;
+ string snd;
+ entity pseudoprojectile;
+ float f, ffs;
+
+ pseudoprojectile = world;
+
+ railgun_start = start;
+ railgun_end = end;
+
+ dir = normalize(end - start);
+ length = vlen(end - start);
+ force = dir * bforce;
+
+ // go a little bit into the wall because we need to hit this wall later
+ end = end + dir;
+
+ totaldmg = 0;
+
+ // trace multiple times until we hit a wall, each obstacle will be made
+ // non-solid so we can hit the next, while doing this we spawn effects and
+ // note down which entities were hit so we can damage them later
+ o = self;
+ while (1)
+ {
+ if(self.antilag_debug)
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
+ else
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
+ if(o && WarpZone_trace_firstzone)
+ {
+ o = world;
+ continue;
+ }
+
+ if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
+ Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
+
+ // if it is world we can't hurt it so stop now
+ if (trace_ent == world || trace_fraction == 1)
+ break;
+
+ // make the entity non-solid so we can hit the next one
+ trace_ent.railgunhit = TRUE;
+ trace_ent.railgunhitloc = end;
+ trace_ent.railgunhitsolidbackup = trace_ent.solid;
+ trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
+ trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
+
+ // stop if this is a wall
+ if (trace_ent.solid == SOLID_BSP)
+ break;
+
+ // make the entity non-solid
+ trace_ent.solid = SOLID_NOT;
+ }
+
+ endpoint = trace_endpos;
+ endent = trace_ent;
+ endq3surfaceflags = trace_dphitq3surfaceflags;
+
+ // find all the entities the railgun hit and restore their solid state
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // restore their solid type
+ ent.solid = ent.railgunhitsolidbackup;
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+
+ // spawn a temporary explosion entity for RadiusDamage calls
+ //explosion = spawn();
+
+ // Find all non-hit players the beam passed close by
+ if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
+ {
+ FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
+ {
+ // nearest point on the beam
+ beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+
+ f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+ if(f <= 0)
+ continue;
+
+ snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
+
+ if(!pseudoprojectile)
+ pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
+ }
+
+ if(pseudoprojectile)
+ remove(pseudoprojectile);
+ }
+
+ // find all the entities the railgun hit and hurt them
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // get the details we need to call the damage function
+ hitloc = ent.railgunhitloc;
+
+ f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
+ ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
+
+ if(accuracy_isgooddamage(self.realowner, ent))
+ totaldmg += bdamage * f;
+
+ // apply the damage
+ if (ent.takedamage)
+ Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
+
+ // create a small explosion to throw gibs around (if applicable)
+ //setorigin (explosion, hitloc);
+ //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
+
+ ent.railgunhitloc = '0 0 0';
+ ent.railgunhitsolidbackup = SOLID_NOT;
+ ent.railgunhit = FALSE;
+ ent.railgundistance = 0;
+
+ // advance to the next entity
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+
+ // calculate hits and fired shots for hitscan
+ accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
+
+ trace_endpos = endpoint;
+ trace_ent = endent;
+ trace_dphitq3surfaceflags = endq3surfaceflags;
+}
+
+.float dmg_force;
+.float dmg_radius;
+.float dmg_total;
+//.float last_yoda;
+void W_BallisticBullet_Hit (void)
+{
+ float f, q, g;
+
+ f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
+ q = 1 + self.dmg_edge / self.dmg;
+
+ if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
+ Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
+
+ if(other && other != self.enemy)
+ {
+ endzcurveparticles();
+
+ yoda = 0;
+ railgun_start = self.origin - 2 * frametime * self.velocity;
+ railgun_end = self.origin + 2 * frametime * self.velocity;
+ g = accuracy_isgooddamage(self.realowner, other);
+ Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
+
+ /*if(yoda && (time > (self.last_yoda + 5)))
+ {
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ self.last_yoda = time;
+ }*/
+
+ // calculate hits for ballistic weapons
+ if(g)
+ {
+ // do not exceed 100%
+ q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
+ self.dmg_total += f * self.dmg;
+ accuracy_add(self.realowner, self.realowner.weapon, 0, q);
+ }
+ }
+
+ self.enemy = other; // don't hit the same player twice with the same bullet
+}
+
+.void(void) W_BallisticBullet_LeaveSolid_think_save;
+.float W_BallisticBullet_LeaveSolid_nextthink_save;
+.vector W_BallisticBullet_LeaveSolid_origin;
+.vector W_BallisticBullet_LeaveSolid_velocity;
+
+void W_BallisticBullet_LeaveSolid_think()
+{
+ setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
+ self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
+
+ self.think = self.W_BallisticBullet_LeaveSolid_think_save;
+ self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
+ self.W_BallisticBullet_LeaveSolid_think_save = func_null;
+
+ self.flags &~= FL_ONGROUND;
+
+ if(self.enemy.solid == SOLID_BSP)
+ {
+ float f;
+ f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
+ Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
+ }
+
+ UpdateCSQCProjectile(self);
+}
+
+float W_BallisticBullet_LeaveSolid(float eff)
+{
+ // move the entity along its velocity until it's out of solid, then let it resume
+ vector vel = self.velocity;
+ float dt, dst, velfactor, v0, vs;
+ float maxdist;
+ float E0_m, Es_m;
+ float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
+
+ // outside the world? forget it
+ if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
+ return 0;
+
+ // special case for zero density and zero bullet constant:
+
+ if(self.dmg_radius == 0)
+ {
+ if(other.ballistics_density < 0)
+ constant = 0; // infinite travel distance
+ else
+ return 0; // no penetration
+ }
+ else
+ {
+ if(other.ballistics_density < 0)
+ constant = 0; // infinite travel distance
+ else if(other.ballistics_density == 0)
+ constant = self.dmg_radius;
+ else
+ constant = self.dmg_radius * other.ballistics_density;
+ }
+
+ // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
+ v0 = vlen(vel);
+
+ E0_m = 0.5 * v0 * v0;
+
+ if(constant)
+ {
+ maxdist = E0_m / constant;
+ // maxdist = 0.5 * v0 * v0 / constant
+ // dprint("max dist = ", ftos(maxdist), "\n");
+
+ if(maxdist <= autocvar_g_ballistics_mindistance)
+ return 0;
+ }
+ else
+ {
+ maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
+ }
+
+ traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
+ if(trace_fraction == 1) // 1: we never got out of solid
+ return 0;
+
+ self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
+
+ dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
+ // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
+ Es_m = E0_m - constant * dst;
+ if(Es_m <= 0)
+ {
+ // roundoff errors got us
+ return 0;
+ }
+ vs = sqrt(2 * Es_m);
+ velfactor = vs / v0;
+
+ dt = dst / (0.5 * (v0 + vs));
+ // this is not correct, but the differential equations have no analytic
+ // solution - and these times are very small anyway
+ //print("dt = ", ftos(dt), "\n");
+
+ self.W_BallisticBullet_LeaveSolid_think_save = self.think;
+ self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
+ self.think = W_BallisticBullet_LeaveSolid_think;
+ self.nextthink = time + dt;
+
+ vel = vel * velfactor;
+
+ self.velocity = '0 0 0';
+ self.flags |= FL_ONGROUND; // prevent moving
+ self.W_BallisticBullet_LeaveSolid_velocity = vel;
+
+ if(eff >= 0)
+ if(vlen(trace_endpos - self.origin) > 4)
+ {
+ endzcurveparticles();
+ trailparticles(self, eff, self.origin, trace_endpos);
+ }
+
+ return 1;
+}
+
+void W_BallisticBullet_Touch (void)
+{
+ //float density;
+
+ if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
+ return;
+
+ PROJECTILE_TOUCH;
+ W_BallisticBullet_Hit ();
+
+ if(self.dmg_radius < 0) // these NEVER penetrate solid
+ {
+ remove(self);
+ return;
+ }
+
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+ {
+ remove(self);
+ return;
+ }
+
+ // go through solid!
+ if(!W_BallisticBullet_LeaveSolid(-1))
+ {
+ remove(self);
+ return;
+ }
+
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+}
+
+void endFireBallisticBullet()
+{
+ endzcurveparticles();
+}
+
+entity fireBallisticBullet_trace_callback_ent;
+float fireBallisticBullet_trace_callback_eff;
+void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
+{
+ if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
+ zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
+ WarpZone_trace_forent = world;
+ self.owner = world;
+}
+
+void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+{
+ float lag, dt, savetime; //, density;
+ entity pl, oldself;
+ float antilagging;
+
+ antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
+
+ entity proj;
+ proj = spawn();
+ proj.classname = "bullet";
+ proj.owner = proj.realowner = self;
+ PROJECTILE_MAKETRIGGER(proj);
+ if(gravityfactor > 0)
+ {
+ proj.movetype = MOVETYPE_TOSS;
+ proj.gravity = gravityfactor;
+ }
+ else
+ proj.movetype = MOVETYPE_FLY;
+ proj.think = SUB_Remove;
+ proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
+ W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
+ proj.angles = vectoangles(proj.velocity);
+ if(bulletconstant > 0)
+ proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
+ else if(bulletconstant == 0)
+ proj.dmg_radius = 0;
+ else
+ proj.dmg_radius = -1;
+ // so: bulletconstant = bullet mass / area of bullet circle
+ setorigin(proj, start);
+ proj.flags = FL_PROJECTILE;
+
+ proj.touch = W_BallisticBullet_Touch;
+ proj.dmg = damage;
+ proj.dmg_force = force;
+ proj.projectiledeathtype = dtype;
+
+ proj.oldvelocity = proj.velocity;
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
+ if(antilagging)
+ {
+ float eff;
+
+ if(tracereffects & EF_RED)
+ eff = particleeffectnum("tr_rifle");
+ else if(tracereffects & EF_BLUE)
+ eff = particleeffectnum("tr_rifle_weak");
+ else
+ eff = particleeffectnum("tr_bullet");
+
+ // NOTE: this may severely throw off weapon balance
+ lag = ANTILAG_LATENCY(self);
+ if(lag < 0.001)
+ lag = 0;
+ if not(IS_REAL_CLIENT(self))
+ lag = 0;
+ if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
+ lag = 0; // only do hitscan, but no antilag
+
+ if(lag)
+ FOR_EACH_PLAYER(pl)
+ if(pl != self)
+ antilag_takeback(pl, time - lag);
+
+ oldself = self;
+ self = proj;
+
+ savetime = frametime;
+ frametime = 0.05;
+
+ for(;;)
+ {
+ // DP tracetoss is stupid and always traces in 0.05s
+ // ticks. This makes it trace in 0.05*0.125s ticks
+ // instead.
+ vector v0;
+ float g0;
+ v0 = self.velocity;
+ g0 = self.gravity;
+ self.velocity = self.velocity * 0.125;
+ self.gravity *= 0.125 * 0.125;
+ trace_fraction = 0;
+ fireBallisticBullet_trace_callback_ent = self;
+ fireBallisticBullet_trace_callback_eff = eff;
+ WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
+ self.velocity = v0;
+ self.gravity = g0;
+
+ if(trace_fraction == 1)
+ break;
+ // won't hit anything anytime soon (DP's
+ // tracetoss does 200 tics of, here,
+ // 0.05*0.125s, that is, 1.25 seconds
+
+ other = trace_ent;
+ dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
+ setorigin(self, trace_endpos);
+ self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
+
+ if(!SUB_OwnerCheck())
+ {
+ if(SUB_NoImpactCheck())
+ break;
+
+ // hit the player
+ W_BallisticBullet_Hit();
+ }
+
+ if(proj.dmg_radius < 0) // these NEVER penetrate solid
+ break;
+
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+ break;
+
+ // go through solid!
+ if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
+ break;
+
+ W_BallisticBullet_LeaveSolid_think();
+
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
+ frametime = savetime;
+ self = oldself;
+
+ if(lag)
+ FOR_EACH_PLAYER(pl)
+ if(pl != self)
+ antilag_restore(pl);
+
+ remove(proj);
+
+ return;
+ }
+
+ if(tracereffects & EF_RED)
+ CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
+ else if(tracereffects & EF_BLUE)
+ CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
+ else
+ CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
+}
+
+void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
+{
+ vector end;
+
+ dir = normalize(dir + randomvec() * spread);
+ end = start + dir * MAX_SHOT_DISTANCE;
+ if(self.antilag_debug)
+ traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
+ else
+ traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
+
+ end = trace_endpos;
+
+ if (pointcontents (trace_endpos) != CONTENT_SKY)
+ {
+ if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
+
+ Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
+ }
+ trace_endpos = end;
+}