From: Samual Lenks <samual@xonotic.org>
Date: Mon, 1 Jul 2013 09:02:54 +0000 (-0400)
Subject: Move tracing methods into their own file
X-Git-Tag: xonotic-v0.8.0~152^2~345
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=496043829bb9be98f69da1ef9e41a371c3f6f5d4;p=xonotic%2Fxonotic-data.pk3dir.git

Move tracing methods into their own file
---

diff --git a/qcsrc/server/weapons/common.qc b/qcsrc/server/weapons/common.qc
index 486673d4f8..936b954cad 100644
--- a/qcsrc/server/weapons/common.qc
+++ b/qcsrc/server/weapons/common.qc
@@ -17,559 +17,6 @@ void W_GiveWeapon (entity e, float wep)
 	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);
diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc
new file mode 100644
index 0000000000..e946636c4b
--- /dev/null
+++ b/qcsrc/server/weapons/tracing.qc
@@ -0,0 +1,745 @@
+.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;
+}